guodong 3 年之前
父節點
當前提交
49bb0cc63d

+ 1 - 1
GameClient/Assets/Game/CSShare

@@ -1 +1 @@
-Subproject commit c32c82947d1eff12e36f1e7e6c12e614a0b3b4f8
+Subproject commit f2aebf6f033938b9f778d8f00c0c6f68e4256906

+ 16 - 0
GameClient/Assets/Game/HotUpdate/Data/StoryDataManager.cs

@@ -146,6 +146,22 @@ namespace GFGGame
             return InstanceZonesDataManager.CheckLevelPass(currentLevelCfgId);
             return InstanceZonesDataManager.CheckLevelPass(currentLevelCfgId);
         }
         }
 
 
+        //判断章节是否是精英关卡
+        public static bool CheckChapterIsHard(int chapterId)
+        {
+            return GetChapterSubType(chapterId) == ConstInstanceZonesSubType.Hard;
+        }
+
+        //获取章节难度(普通或者精英)
+        public static int GetChapterSubType(int chapterId)
+        {
+            var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
+            if (chapterCfg != null)
+            {
+                return chapterCfg.subType;
+            }
+            return ConstInstanceZonesSubType.Normal;
+        }
 
 
     }
     }
 }
 }

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryChapterListView.cs

@@ -43,7 +43,7 @@ namespace GFGGame
         protected override void OnShown()
         protected override void OnShown()
         {
         {
             base.OnShown();
             base.OnShown();
-            subType = CalculateHelper.GetChapterSubType(StoryDataManager.currentChapterCfgId);
+            subType = StoryDataManager.GetChapterSubType(StoryDataManager.currentChapterCfgId);
             _ui.m_listType.selectedIndex = subType;
             _ui.m_listType.selectedIndex = subType;
             UpdateList();
             UpdateList();
         }
         }
@@ -137,7 +137,7 @@ namespace GFGGame
                     }
                     }
                     else
                     else
                     {
                     {
-                        if (CalculateHelper.CheckChapterIsHard(chapterID) && !StoryDataManager.CheckNeedChapterPass(chapterID, out var needChapterId))
+                        if (StoryDataManager.CheckChapterIsHard(chapterID) && !StoryDataManager.CheckNeedChapterPass(chapterID, out var needChapterId))
                         {
                         {
                             var needChapterCfg = StoryChapterCfgArray.Instance.GetCfg(needChapterId);
                             var needChapterCfg = StoryChapterCfgArray.Instance.GetCfg(needChapterId);
                             listItem.m_content.m_txtLockDesc.text = $"通关第{needChapterCfg.order}章普通剧情后开启";
                             listItem.m_content.m_txtLockDesc.text = $"通关第{needChapterCfg.order}章普通剧情后开启";