|
@@ -14,8 +14,8 @@ namespace GFGGame
|
|
public static int currentScoreType;
|
|
public static int currentScoreType;
|
|
public static int currentCardId;
|
|
public static int currentCardId;
|
|
public static bool usedRecommend;
|
|
public static bool usedRecommend;
|
|
- private static int _passChapter = 0;
|
|
|
|
- private static int _passLevel = 0;
|
|
|
|
|
|
+ public static int _passChapter = 0;
|
|
|
|
+ public static int _passLevel = 0;
|
|
private static int _passChapterJY = 10000;
|
|
private static int _passChapterJY = 10000;
|
|
private static int _passLevelJY = 0;
|
|
private static int _passLevelJY = 0;
|
|
private static int _recommendCount = 0;
|
|
private static int _recommendCount = 0;
|
|
@@ -393,12 +393,14 @@ namespace GFGGame
|
|
return _passLevel;
|
|
return _passLevel;
|
|
}
|
|
}
|
|
|
|
|
|
- public static List<ItemData> PassCurrentLevel(out bool fistPassLastLvl)
|
|
|
|
|
|
+ public static List<ItemData> PassCurrentLevel(out bool fistPassLastLvl, out bool curLvfirstPass)
|
|
{
|
|
{
|
|
fistPassLastLvl = false;
|
|
fistPassLastLvl = false;
|
|
|
|
+ curLvfirstPass = false;
|
|
List<ItemData> currentBonusList = new List<ItemData>();
|
|
List<ItemData> currentBonusList = new List<ItemData>();
|
|
if (!CheckCurrentLevelPass())
|
|
if (!CheckCurrentLevelPass())
|
|
{
|
|
{
|
|
|
|
+ curLvfirstPass = true;
|
|
int tempPassLevel = currentLevel;
|
|
int tempPassLevel = currentLevel;
|
|
int tempPassChapter = GetPassChapter(currentChapter);
|
|
int tempPassChapter = GetPassChapter(currentChapter);
|
|
int nextLevel = currentLevel + 1;
|
|
int nextLevel = currentLevel + 1;
|
|
@@ -411,6 +413,7 @@ namespace GFGGame
|
|
fistPassLastLvl = true;
|
|
fistPassLastLvl = true;
|
|
}
|
|
}
|
|
SetPassData(tempPassChapter, tempPassLevel);
|
|
SetPassData(tempPassChapter, tempPassLevel);
|
|
|
|
+ // FunctionOpenDataManager.Instance.CheckHasChapterFunOpen(_passChapter + 1, _passLevel);//首次通过要检查是否有功能开启
|
|
GameProxy.ReqUpdateStoryProgress(_passChapter, _passLevel, _passChapterJY, _passLevelJY);
|
|
GameProxy.ReqUpdateStoryProgress(_passChapter, _passLevel, _passChapterJY, _passLevelJY);
|
|
currentBonusList = StoryBonusDataCache.GetBonusList(currentLevelID, true, true);
|
|
currentBonusList = StoryBonusDataCache.GetBonusList(currentLevelID, true, true);
|
|
}
|
|
}
|