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@@ -65,6 +65,7 @@ namespace GFGGame
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public static bool TryGuide(GObject target, string guideKey, int index, string guideStr = null, int listIndex = -1, bool checkPriorIndex = true, int yTxt = 0, float devWidth = 0, float devHeight = 0, bool showAni = true, bool showEffect = true, bool isOptionalGuide = false)
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{
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+ if (ViewManager.isViewOpen(typeof(RoleLvUpView).Name)) return false;
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GuideCfg cfg = GuideCfgArray.Instance.GetCfg(guideKey);
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if (GuideDataManager.currentGuideId != 0 && GuideDataManager.currentGuideId != cfg.id) return false;
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@@ -74,14 +75,6 @@ namespace GFGGame
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bool isFinishCurIndex = GuideDataManager.IsGuideIndexFinish(cfg.id, index) == true;//当前index未完成
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bool isFinishPriorIndex = !checkPriorIndex || checkPriorIndex && GuideDataManager.IsGuideIndexFinish(cfg.id, index - 1) == true;//前置index已完成
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bool isCfgChapterOpen = MainStoryDataManager.CheckLevelUnlock(cfg.storyLevelId, false);//引导配置关卡已开启
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- // if (checkChapterPass && !isCfgChapterOpen)
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- // {//cfg.storyLevelId为当前关卡,通关时 MainStoryDataManager.currentLevelCfgId为下一章的第一关,但下一章有可能因为角色等级不足未开启,会导致引导无法正常开启,所以添加是否通关检测
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- // StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(cfg.storyLevelId);
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- // if (levelCfg.chapterId - 1 > 0)
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- // {
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- // isCfgChapterOpen = MainStoryDataManager.CheckNeedChapterPass(levelCfg.chapterId - 1, out int needChapterId);
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- // }
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- // }
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bool isCfgChapter = MainStoryDataManager.currentLevelCfgId == 0 || MainStoryDataManager.currentLevelCfgId == cfg.storyLevelId;//无选择(进入游戏时无选择)或当前所选择为配置关卡
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bool isRoleLvGuide = cfg.roleLv > 0;
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