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@@ -64,11 +64,11 @@ namespace GFGGame
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AddEffect();
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ClearItemsCountList();
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_oldCanUpLevel = _cardData.lv;
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-
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- _ui.m_slideUpLevel.value = 0;
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+
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_cfgMaxLevel = CardLvlCfgArray.Instance.GetCfgsByrarity(_cardData.itemCfg.rarity).Count;
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tidyData(_cfgMaxLevel, "Max");
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- tidyData(_cardData.lv);
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+ _ui.m_slideUpLevel.value = 100;
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+ tidyData(_countCanUpMaxLevel); // _cardData.lv
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ReferViewInfo();
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}
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@@ -91,15 +91,17 @@ namespace GFGGame
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//先计算出可以升满的最高级别
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for (int i = 0; i < upgradeCardItemsArr.Length; i++)
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{
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- if (!_listItemChose.ContainsKey(i) || _listItemChose[i] == 1) {
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+ int[] cardUpLvGolds = ItemCfgArray.Instance.GetCfg(upgradeCardItemsArr[i]).cardUpLvGoldsArr[_cardData.itemCfg.rarity - 1];
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+ _goldsHasNum = ItemDataManager.GetItemNum(cardUpLvGolds[0]);
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+
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+ if (!_listItemChose.ContainsKey(i) || _listItemChose[i] == 1)
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+ {
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int itemId = upgradeCardItemsArr[i];
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ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
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int num = 0;
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- if(setLevel> _cardData.lv)
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+ if (setLevel > _cardData.lv)
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num = (int)Math.Ceiling((needExp - CumulativeExp) / (decimal)itemCfg.cardUpLvExp); //需要购买的数量
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long itemNum = Math.Min(num, ItemDataManager.GetItemNum(itemId)); //物品可购买数量
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- int[] cardUpLvGolds = ItemCfgArray.Instance.GetCfg(upgradeCardItemsArr[i]).cardUpLvGoldsArr[_cardData.itemCfg.rarity - 1];
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- _goldsHasNum = ItemDataManager.GetItemNum(cardUpLvGolds[0]);
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int goldNum = (int)Math.Floor((_goldsHasNum - _cumulativeGold) / (decimal)cardUpLvGolds[1]);//货币可购买数量
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int sumNum = (int)Math.Min(goldNum, itemNum);
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itemsCount[i] = sumNum;
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@@ -111,18 +113,23 @@ namespace GFGGame
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_countCanUpMaxLevel = _cardData.lv;
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else
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_nowCountCanUpLevel = _cardData.lv;
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+
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allNeedLevelExp = _cardData.exp + CumulativeExp;
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int lvLimit = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).cardLeverLimit;
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for (int i = _cardData.lv; i < setLevel; i++)
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{
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int needLevelExp = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(_cardData.itemCfg.rarity, i).needExp;
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allNeedLevelExp -= needLevelExp;
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- if (allNeedLevelExp >= 0 && _nowCountCanUpLevel <= lvLimit)
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+ if (allNeedLevelExp >= 0)
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{
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- if (tidyType == "Max")
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- _countCanUpMaxLevel += 1;
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- else
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- _nowCountCanUpLevel += 1;
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+ if (tidyType == "Max") {
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+ if (_countCanUpMaxLevel < lvLimit)
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+ _countCanUpMaxLevel += 1;
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+ }
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+ else {
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+ if (_nowCountCanUpLevel < lvLimit)
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+ _nowCountCanUpLevel += 1;
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+ }
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}
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else
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break;
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