zhangyuqian 1 жил өмнө
parent
commit
67190b130a

+ 6 - 1
GameClient/Assets/Game/HotUpdate/Views/ClothingSynthetic/ClothingSyntheticView.cs

@@ -39,6 +39,7 @@ namespace GFGGame
         private ValueBarController _valueBarController;
         private GImage _imgSelected;
         private int _suitId;
+        private int _chapterID;
         private int _itemId;
         private int[] _items;
         private int _selectedItemId;
@@ -121,10 +122,13 @@ namespace GFGGame
             base.OnShown();
             _suitId = 0;
             _selectedItemId = 0;
+            _chapterID = 0;
             if (this.viewData != null)
             {
                 _suitId = (int)(this.viewData as object[])[0];
                 _selectedItemId = (this.viewData as object[]).Length > 1 ? (int)(this.viewData as object[])[1] : 0;
+                if((this.viewData as object[]).Length > 2)
+                    _chapterID = (int)(this.viewData as object[])[2];
             }
 
             if (DressUpMenuSuitDataManager.chooseClothing > 0)
@@ -144,7 +148,8 @@ namespace GFGGame
             _ui.m_listMaterias.selectedIndex = 0;
             Timers.inst.Remove(CheckGuide);
             _dressUpObjUI.dressUpObj.TakeOffAll();
-
+            if(_chapterID > 0)
+                MainStoryDataManager.currentChapterCfgId = _chapterID;
         }
         protected override void RemoveEventListener()
         {

+ 0 - 1
GameClient/Assets/Game/HotUpdate/Views/CommonGame/ApproachView.cs

@@ -289,7 +289,6 @@ namespace GFGGame
                             //从战斗换装必需品来源跳转到剧情界面,在剧情界面点返回后直接返回章节界面,无需返回换装界面
                             _fromViewDatas = null;
                         }
-                        MainStoryDataManager.currentChapterCfgId = levelCfg.chapterId;
                         isJump = ViewManager.Show<StoryChapterView>(levelCfg.chapterId, false);
                         StoryController.ShowLevelView(levelCfgId, _itemId, _needCount);
                         break;

+ 27 - 27
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryChapterView.cs

@@ -29,7 +29,7 @@ namespace GFGGame
         private float indexY;
         private GameObject gamey;
         //特效类型数组,这里后面可以二维数组,放向左和向右的
-        private string[] effArray = new string[2]{ "ZJ_JuQing","ZJ_ZD"  };
+        private string[] effArray = new string[2] { "ZJ_JuQing", "ZJ_ZD" };
 
         private int currentDifficulty;
         public override void Dispose()
@@ -123,21 +123,21 @@ namespace GFGGame
             {
                 _chapterID = (int)(this.viewData as object[])[0];
                 currentDifficulty = (int)(this.viewData as object[])[1];
+
+                if (!backRefresh && MainStoryDataManager.currentChapterCfgId != _chapterID)
+                {
+                    _chapterID = MainStoryDataManager.currentChapterCfgId;
+                }
+                else
+                {
+                    MainStoryDataManager.currentChapterCfgId = _chapterID;
+                }
             }
             else
             {
                 _chapterID = (int)this.viewData;
             }
 
-            if (!backRefresh && MainStoryDataManager.currentChapterCfgId != _chapterID)
-            {
-                _chapterID = MainStoryDataManager.currentChapterCfgId;
-            }
-            else { 
-                 MainStoryDataManager.currentChapterCfgId = _chapterID;
-            }
-            //_chapterID = MainStoryDataManager.currentChapterCfgId;
-
             _valueBarController.OnShown();
             _ui.m_t0.SetHook("canHit", () => { _ui.target.touchable = true; });
             _ui.m_t0.Play();
@@ -226,12 +226,12 @@ namespace GFGGame
         private void OnClickSwitchBack()
         {
             Timers.inst.Remove(SetContainerY);
-            ViewManager.Show<StoryChapterListView>(new object[] {Mathf.Max(0, currentDifficulty) , newIndex });
+            ViewManager.Show<StoryChapterListView>(new object[] { Mathf.Max(0, currentDifficulty), newIndex });
         }
         private void OnClickGotoView()
         {
             StoryChapterCfg chapterSuitCfg = StoryChapterCfgArray.Instance.GetCfg(_chapterID);
-            ViewManager.Show<ClothingSyntheticView>(new object[] { chapterSuitCfg.suitId}, false, false);
+            ViewManager.Show<ClothingSyntheticView>(new object[] { chapterSuitCfg.suitId, 0, _chapterID }, false, false);
         }
 
         private void OnClickBtnHome()
@@ -242,7 +242,7 @@ namespace GFGGame
         private void OnClickNext()
         {
             StoryChapterCfg chapterSuitCfg = StoryChapterCfgArray.Instance.GetCfg(_chapterID);
-            if (MainStoryDataManager.CheckChapterUnlock(_chapterID+1) && StoryController.CheckSuitGot(chapterSuitCfg.suitId))
+            if (MainStoryDataManager.CheckChapterUnlock(_chapterID + 1) && StoryController.CheckSuitGot(chapterSuitCfg.suitId))
             {
                 Timers.inst.Remove(SetContainerY);
                 _chapterID += 1;
@@ -253,15 +253,15 @@ namespace GFGGame
             else
             {
                 StoryChapterCfg chapterCfg = StoryChapterCfgArray.Instance.GetCfg(_chapterID + 1);
-                if(!StoryController.CheckSuitGot(chapterSuitCfg.suitId))
+                if (!StoryController.CheckSuitGot(chapterSuitCfg.suitId))
                 {
                     PromptController.Instance.ShowFloatTextPrompt("需集齐所需套装");
                 }
                 else if (GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl) < chapterCfg.lvl)
                 {
-                    PromptController.Instance.ShowFloatTextPrompt(string.Format("角色等级达到{0}级开启",chapterCfg.lvl));
+                    PromptController.Instance.ShowFloatTextPrompt(string.Format("角色等级达到{0}级开启", chapterCfg.lvl));
                 }
-                
+
             }
         }
 
@@ -294,7 +294,7 @@ namespace GFGGame
             {
                 _ui.m_chapter.m_compChapterScroll.m_imgBegin.visible = true;
                 _ui.m_chapter.m_compChapterScroll.m_nextEffect.visible = true;
-                if(chapterCfg.suitId > 0 && chapterCfg.subType == 0)
+                if (chapterCfg.suitId > 0 && chapterCfg.subType == 0)
                 {
                     _ui.m_targetSuit.visible = true;
                     SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(chapterCfg.suitId);
@@ -354,7 +354,7 @@ namespace GFGGame
                         {
                             levelItem.m_flower.target.visible = true;
                             int starCount = InstanceZonesDataManager.GetStarCountHistory(levelCfg.id);
-                            StoryUtil.UpdateStar(starCount, levelItem.m_flower.target,Mathf.Max(0, currentDifficulty));
+                            StoryUtil.UpdateStar(starCount, levelItem.m_flower.target, Mathf.Max(0, currentDifficulty));
                         }
                     }
                     else
@@ -413,14 +413,14 @@ namespace GFGGame
                         string effName;
                         if (currentDifficulty == 1)
                         {
-                            effName = effArray[levelItem.m_c1.selectedIndex] + "_Bule";  
+                            effName = effArray[levelItem.m_c1.selectedIndex] + "_Bule";
                         }
                         else
                         {
                             effName = effArray[levelItem.m_c1.selectedIndex];
                         }
-                        if(levelItem.m_c1.selectedIndex == 0)
-                        {  
+                        if (levelItem.m_c1.selectedIndex == 0)
+                        {
                             if (levelItem.m_c2.selectedIndex == 0)
                             {
                                 _effectUI2 = EffectUIPool.CreateEffectUI(_effFirst.GetChild("effect_jq_left").asGraph, "ui_zj", effName);
@@ -503,7 +503,7 @@ namespace GFGGame
         }
         private void UpdateBonusBoxStatus(UI_CompBonusBox bonusBox, int index)
         {
-            int status = MainStoryDataManager.GetChapterBonusStatus(MainStoryDataManager.currentChapterCfgId, index);
+            int status = MainStoryDataManager.GetChapterBonusStatus(_chapterID, index);
             bonusBox.m_iconActive.visible = status == ConstBonusStatus.CAN_GET;
             // bonusBox.m_ComRewardEffect.visible = status == ConstBonusStatus.CAN_GET;
             if (status == ConstBonusStatus.GOT)
@@ -522,10 +522,10 @@ namespace GFGGame
             int status = (int)bonusBox.target.data;
             if (status == ConstBonusStatus.CAN_GET)
             {
-                bool got = await MainStorySProxy.GetMainStoryBoxBonus(MainStoryDataManager.currentChapterCfgId, index);
+                bool got = await MainStorySProxy.GetMainStoryBoxBonus(_chapterID, index);
                 if (got)
                 {
-                    List<ItemData> bonusList = MainStoryDataManager.GetChapterBonus(MainStoryDataManager.currentChapterCfgId, index);
+                    List<ItemData> bonusList = MainStoryDataManager.GetChapterBonus(_chapterID, index);
                     if (bonusList != null && bonusList.Count > 0)
                     {
                         BonusController.TryShowBonusList(bonusList);
@@ -559,13 +559,13 @@ namespace GFGGame
              || GuideDataManager.IsGuideFinish(ConstGuideId.ENTER_CHAPTER_5) <= 0
              || GuideDataManager.IsGuideFinish(ConstGuideId.UP_CARD_STAR) <= 0
              || GuideDataManager.IsGuideFinish(ConstGuideId.ARENA_OPEN) <= 0)
-             //|| GuideDataManager.IsGuideFinish(ConstGuideId.CLOTHING_DECOMPOSE) <= 0)
+            //|| GuideDataManager.IsGuideFinish(ConstGuideId.CLOTHING_DECOMPOSE) <= 0)
             {
                 UpdateToCheckGuide(null);
             }
             else
             {
-            Timers.inst.Remove(CheckGuide);
+                Timers.inst.Remove(CheckGuide);
             }
         }
 
@@ -601,7 +601,7 @@ namespace GFGGame
             bool isGuide12 = GuideController.TryGuide(_ui.m_btnHome, ConstGuideId.ARENA_OPEN, 1, "点击返回主界面。");
 
             //&& !isGuide6 && !isGuide8
-            _ui.m_chapter.target.scrollPane.touchEffect = !isGuide0 && !isGuide1 && !isGuide2 && !isGuide3 && !isGuide4 && !isGuide5 && !isGuide7  && !isGuide9 && !isGuide10;
+            _ui.m_chapter.target.scrollPane.touchEffect = !isGuide0 && !isGuide1 && !isGuide2 && !isGuide3 && !isGuide4 && !isGuide5 && !isGuide7 && !isGuide9 && !isGuide10;
 
         }
         protected override void TryCompleteGuide()

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryController.cs

@@ -61,7 +61,7 @@ namespace GFGGame
                         }
                         else
                         {
-                            MainStoryDataManager.currentChapterCfgId = previousChapterCfg.id;
+                            //MainStoryDataManager.currentChapterCfgId = previousChapterCfg.id;
                             ViewManager.Show<StoryChapterView>(new object[] { previousChapterCfg.id, 0 }, true);
                         }
                     }