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@@ -47,6 +47,7 @@ namespace GFGGame
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_ui.m_loaBg.url = ResPathUtil.GetBgImgPath("hc_bj_1");
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_ui.m_loaBg.url = ResPathUtil.GetBgImgPath("hc_bj_1");
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_ui.m_listMenu.selectedIndex = 0;
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_ui.m_listMenu.selectedIndex = 0;
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+ _ui.m_listMenu.GetChildAt(1).visible = false;
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UpdateSuitList();
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UpdateSuitList();
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Timers.inst.AddUpdate(CheckGuide);
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Timers.inst.AddUpdate(CheckGuide);
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}
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}
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@@ -106,28 +107,38 @@ namespace GFGGame
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RarityIconController.UpdateRarityIcon(listItem.m_rarity, suitId, false, true);
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RarityIconController.UpdateRarityIcon(listItem.m_rarity, suitId, false, true);
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bool haveSuit = DressUpMenuSuitDataManager.CheckHaveSuit(suitId);
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bool haveSuit = DressUpMenuSuitDataManager.CheckHaveSuit(suitId);
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bool isLock = false;
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bool isLock = false;
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- SuitCfg suitSyntheticCfg = SuitCfgArray.Instance.GetCfg(suitId);
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- if (suitSyntheticCfg.syntheticStoryLevelId > 0)
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+ // SuitCfg suitSyntheticCfg = SuitCfgArray.Instance.GetCfg(suitId);
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+ if (suitCfg.syntheticStoryLevelId > 0)
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{
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{
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//int chapter = 0;
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//int chapter = 0;
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//int level = 0;
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//int level = 0;
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//CalculateHelper.GetStoryChapterLevel(suitSyntheticCfg.storyLevelId, out var chapter, out var level);
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//CalculateHelper.GetStoryChapterLevel(suitSyntheticCfg.storyLevelId, out var chapter, out var level);
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- bool isLevelPass = InstanceZonesDataManager.CheckLevelPass(suitSyntheticCfg.syntheticStoryLevelId);
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+ bool isLevelPass = InstanceZonesDataManager.CheckLevelPass(suitCfg.syntheticStoryLevelId);
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if (!isLevelPass)
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if (!isLevelPass)
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{
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{
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isLock = true;
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isLock = true;
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- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(suitSyntheticCfg.syntheticStoryLevelId);
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- var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(levelCfg.chapterId);
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- listItem.m_txtLockDesc.text = string.Format("通关第{0}章第{1}关", chapterCfg.order, levelCfg.order);
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+ var levelCfg = StoryLevelCfgArray.Instance.GetCfg(suitCfg.syntheticStoryLevelId);
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+ string str = "";
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+ if (levelCfg.type == ConstInstanceZonesType.Filing)
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+ {
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+ StoryLevelCfg cfg = StoryLevelCfgArray.Instance.GetCfg(suitCfg.syntheticStoryLevelId);
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+ str = string.Format("需通关{0}关卡解锁", cfg.name);
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+ }
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+ else
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+ {
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+ var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(levelCfg.chapterId);
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+ str = string.Format("通关第{0}章第{1}关", chapterCfg.order, levelCfg.order);
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+ }
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+ listItem.m_txtLockDesc.text = str;
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}
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}
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}
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}
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- if (suitSyntheticCfg.syntheticPreSuitId > 0)
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+ if (suitCfg.syntheticPreSuitId > 0)
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{
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{
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- bool hasPreSuit = DressUpMenuSuitDataManager.CheckHaveSuit(suitSyntheticCfg.syntheticPreSuitId);
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+ bool hasPreSuit = DressUpMenuSuitDataManager.CheckHaveSuit(suitCfg.syntheticPreSuitId);
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if (!hasPreSuit)
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if (!hasPreSuit)
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{
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{
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isLock = true;
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isLock = true;
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- string preSuitName = SuitUtil.GetSuitName(suitSyntheticCfg.syntheticPreSuitId);
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+ string preSuitName = SuitUtil.GetSuitName(suitCfg.syntheticPreSuitId);
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listItem.m_txtLockDesc.text = string.Format("集齐{0}套装", preSuitName);
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listItem.m_txtLockDesc.text = string.Format("集齐{0}套装", preSuitName);
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}
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}
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}
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}
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