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@@ -27,8 +27,28 @@ namespace GFGGame
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bool isGuide = GameGlobal.skipGuide == false && !isAllGuideFinish;
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bool isGuide = GameGlobal.skipGuide == false && !isAllGuideFinish;
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return isGuide;
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return isGuide;
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}
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}
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+ /// <summary>
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+ /// 检测当前角色等级是否有引导开启,若有则返回引导id
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+ /// </summary>
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+ /// <returns></returns>
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+ public static string CheckHasRoleLvGuideOpen()
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+ {
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+ GuideCfg[] guideCfgs = GuideCfgArray.Instance.dataArray;
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+
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+ for (int i = 0; i < guideCfgs.Length; i++)
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+ {
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+ if (guideCfgs[i].roleLv <= 0) continue;
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+ bool isFinishCurId = StorageDataManager.Instance.GetStorageValue(ConstStorageId.STORAGE_GUIDE + guideCfgs[i].id) > 0;
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+ if (!isFinishCurId)
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+ {
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+ return guideCfgs[i].viewName;
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+ }
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+ }
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- public static bool TryGuide(GObject target, string guideKey, int index, string guideStr = null, int listIndex = -1, bool checkPriorIndex = true, int yTxt = 0, float devWidth = 0, float devHeight = 0, bool showAni = true)
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+ return "";
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+ }
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+
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+ public static bool TryGuide(GObject target, string guideKey, int index, string guideStr = null, int listIndex = -1, bool checkPriorIndex = true, int yTxt = 0, float devWidth = 0, float devHeight = 0, bool showAni = true, bool checkChapterPass = false, bool isOptionalGuide = false)
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{
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{
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GuideCfg cfg = GuideCfgArray.Instance.GetCfg(guideKey);
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GuideCfg cfg = GuideCfgArray.Instance.GetCfg(guideKey);
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@@ -39,9 +59,20 @@ namespace GFGGame
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bool isFinishCurIndex = GuideDataManager.IsGuideIndexFinish(cfg.id, index) == true;//当前index未完成
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bool isFinishCurIndex = GuideDataManager.IsGuideIndexFinish(cfg.id, index) == true;//当前index未完成
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bool isFinishPriorIndex = !checkPriorIndex || checkPriorIndex && GuideDataManager.IsGuideIndexFinish(cfg.id, index - 1) == true;//前置index已完成
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bool isFinishPriorIndex = !checkPriorIndex || checkPriorIndex && GuideDataManager.IsGuideIndexFinish(cfg.id, index - 1) == true;//前置index已完成
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bool isCfgChapterOpen = MainStoryDataManager.CheckLevelUnlock(cfg.storyLevelId);//引导配置关卡已开启
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bool isCfgChapterOpen = MainStoryDataManager.CheckLevelUnlock(cfg.storyLevelId);//引导配置关卡已开启
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+ if (checkChapterPass && !isCfgChapterOpen)
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+ {//cfg.storyLevelId为当前关卡,通关时 MainStoryDataManager.currentLevelCfgId为下一章的第一关,但下一章有可能因为角色等级不足未开启,会导致引导无法正常开启,所以添加是否通关检测
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+ StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(cfg.storyLevelId);
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+ if (levelCfg.chapterId - 1 > 0)
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+ {
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+ isCfgChapterOpen = MainStoryDataManager.CheckNeedChapterPass(levelCfg.chapterId - 1, out int needChapterId);
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+ }
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+ }
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bool isCfgChapter = MainStoryDataManager.currentLevelCfgId == 0 || MainStoryDataManager.currentLevelCfgId == cfg.storyLevelId;//无选择(进入游戏时无选择)或当前所选择为配置关卡
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bool isCfgChapter = MainStoryDataManager.currentLevelCfgId == 0 || MainStoryDataManager.currentLevelCfgId == cfg.storyLevelId;//无选择(进入游戏时无选择)或当前所选择为配置关卡
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- if (isStoryLevelGuide && !isFinishCurId && isFinishPriorId && !isFinishCurIndex && isFinishPriorIndex && isCfgChapterOpen && isCfgChapter || !isStoryLevelGuide && !isFinishCurId)
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+ bool isRoleLvGuide = cfg.roleLv > 0;
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+ bool iscurRoleLv = RoleDataManager.lvl >= cfg.roleLv;
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+
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+ if (isStoryLevelGuide && !isFinishCurId && isFinishPriorId && !isFinishCurIndex && isFinishPriorIndex && isCfgChapterOpen && isCfgChapter || !isStoryLevelGuide && !isRoleLvGuide && !isFinishCurId || isRoleLvGuide && !isFinishCurId && iscurRoleLv)
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{
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{
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GuideDataManager.currentGuideId = cfg.id;
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GuideDataManager.currentGuideId = cfg.id;
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GuideDataManager.currentGuideIdIndex = index;
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GuideDataManager.currentGuideIdIndex = index;
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@@ -64,7 +95,8 @@ namespace GFGGame
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return false;
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return false;
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}
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}
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}
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}
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- ShowGuideByIndex(target, guideStr, yTxt, cfg.optionalGuide == 1, devWidth, devHeight, GuideDataManager.currentGuideId, GuideDataManager.currentGuideIdIndex, showAni);
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+ bool _isOptionalGuide = isOptionalGuide ? isOptionalGuide : cfg.optionalGuide == 1;
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+ ShowGuideByIndex(target, guideStr, yTxt, _isOptionalGuide, devWidth, devHeight, GuideDataManager.currentGuideId, GuideDataManager.currentGuideIdIndex, showAni);
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if (!checkPriorIndex)
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if (!checkPriorIndex)
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{
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{
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for (int i = 1; i < index; i++)
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for (int i = 1; i < index; i++)
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