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快速刷新材料

zhaoyang 2 years ago
parent
commit
b54e0facd6

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/ClothingSynthetic/ClothingSyntheticView.cs

@@ -384,10 +384,10 @@ namespace GFGGame
             // UI_Component3 groupCount = UI_Component3.Proxy(context.sender as GObject);
             // UI_Component3 groupCount = UI_Component3.Proxy(context.sender as GObject);
             UI_MateriasListItem listItem = UI_MateriasListItem.Proxy(context.sender as GObject);
             UI_MateriasListItem listItem = UI_MateriasListItem.Proxy(context.sender as GObject);
             ItemData itemData = listItem.target.data as ItemData;
             ItemData itemData = listItem.target.data as ItemData;
-            int num = ItemDataManager.GetItemNum(itemData.id);
-            int needCount = (itemData.num - num) > 0 ? itemData.num - num : 1;
+            // int num = ItemDataManager.GetItemNum(itemData.id);
+            // int needCount = (itemData.num - num) > 0 ? itemData.num - num : 1;
             // ViewManager.Show(ViewName.APPROACH_OF_ITEM_VIEW, new object[] { itemData.id, new object[] { ViewName.CLOTHING_SYNTHETIC_VIEW, new object[] { _suitId, _selectedItemId } }, itemData.num });
             // ViewManager.Show(ViewName.APPROACH_OF_ITEM_VIEW, new object[] { itemData.id, new object[] { ViewName.CLOTHING_SYNTHETIC_VIEW, new object[] { _suitId, _selectedItemId } }, itemData.num });
-            object[] sourceDatas = new object[] { itemData.id, new object[] { ViewName.CLOTHING_SYNTHETIC_VIEW, new object[] { _suitId, _selectedItemId } }, needCount };
+            object[] sourceDatas = new object[] { itemData.id, new object[] { ViewName.CLOTHING_SYNTHETIC_VIEW, new object[] { _suitId, _selectedItemId } }, itemData.num };
             GoodsItemTipsController.ShowItemTips(itemData.id, sourceDatas);
             GoodsItemTipsController.ShowItemTips(itemData.id, sourceDatas);
             UI_Component3.ProxyEnd();
             UI_Component3.ProxyEnd();
             UI_MateriasListItem.ProxyEnd();
             UI_MateriasListItem.ProxyEnd();

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/CommonGame/ApproachView.cs

@@ -10,7 +10,7 @@ namespace GFGGame
 
 
         private int _itemId;
         private int _itemId;
         private object[] _fromeViewDatas;
         private object[] _fromeViewDatas;
-        private int _needCount;
+        private int _needCount;//需求总量
         private List<string[]> _approachDatas = new List<string[]>();
         private List<string[]> _approachDatas = new List<string[]>();
 
 
         public void Dispose()
         public void Dispose()
@@ -135,7 +135,7 @@ namespace GFGGame
                 case ConstFunctionId.FU_ZHUANG_DIAN:
                 case ConstFunctionId.FU_ZHUANG_DIAN:
                     // this.Hide();
                     // this.Hide();
 
 
-                    needCount = _needCount == 0 ? 1 : _needCount;
+                    needCount = (_needCount - hasNum) <= 0 ? 1 : _needCount - hasNum;
                     int shopId = int.Parse(infos[1]);
                     int shopId = int.Parse(infos[1]);
                     if (shopId == ConstStoreId.LUCKY_BOX_ACTIVITY_STORE_ID)
                     if (shopId == ConstStoreId.LUCKY_BOX_ACTIVITY_STORE_ID)
                     {
                     {

+ 1 - 0
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryFightQuicklyView.cs

@@ -16,6 +16,7 @@ namespace GFGGame
         private int _fightType;
         private int _fightType;
         private int _needItemId;
         private int _needItemId;
         private int _needItemCount;
         private int _needItemCount;
+        private int _fightCount = 0;//当前掉落数量
 
 
         private List<ItemData> _bonusList;
         private List<ItemData> _bonusList;
         private int _index;
         private int _index;