指挥官技能相关
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@ -1,8 +1,8 @@
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using cfg.PlayerSkillCfg;
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using cfg.SkillCfg;
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using Framework;
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using Gameplay;
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using Gameplay.Net;
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using NLDPB;
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using PhxhSDK;
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using System;
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using System.Collections.Generic;
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@ -44,7 +44,7 @@ public class CommandSkill_CultivateController : UIWindow
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public TMP_Text Text_PhysicalNumGrey;
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public TMP_Text Text_StartSweep;
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public Button Button_Confirm_Grey;
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public GameObject Button_Confirm_Grey;
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public AllPlayerSkillCultivateData m_Data;
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GameObject layerObj;
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@ -73,7 +73,9 @@ public class CommandSkill_CultivateController : UIWindow
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CommandSkill_CultivateBinder.GetComponents(this);
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layerObj = FindObj("CommandSkillLayerNode");
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scrollViewObj = FindObj("ImageBG/Image_CommandBG/ScrollRect/Viewport/Content");
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mSkillDataDic = new Dictionary<SinglePlayerSkillCultivateData, GameObject>();
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Button_Confirm_Grey = FindObj("ImageBG/Image_DownBG/Button_Confirm_Grey");
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mSkillDataDic = new Dictionary<SinglePlayerSkillCultivateData, GameObject>();
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nowSkill = null;
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BindButton(Button_Minus, MinusBtnClick);
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BindButton(Button_Plus, PlusBtnOnClick);
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@ -92,6 +94,7 @@ public class CommandSkill_CultivateController : UIWindow
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}
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void OnPlaySkillUpgrade()
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{
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RefreshUI();
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}
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private void RefreshCost()
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@ -114,15 +117,20 @@ public class CommandSkill_CultivateController : UIWindow
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if (tempCost > CommonUtils.GetItemCount(TableManager.Instance.Tables.PlayerSkillUpgrade.DataList[0].Cost[0].Id))
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{
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Image_physicalBGGrey.gameObject.SetActive(true);
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Image_physicalBG.gameObject.SetActive(false);
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Button_Confirm.gameObject.SetActive(false);
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Button_Confirm_Grey.SetActive(true);
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Image_physicalBGGrey.gameObject.SetActive(true);
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Image_physicalBG.gameObject.SetActive(false);
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}else
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}
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else
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{
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Image_physicalBGGrey.gameObject.SetActive(false);
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Image_physicalBG.gameObject.SetActive(true);
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Button_Confirm.gameObject.SetActive(true);
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Button_Confirm_Grey.SetActive(false);
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Image_physicalBGGrey.gameObject.SetActive(false);
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Image_physicalBG.gameObject.SetActive(true);
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}
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}
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Text_PhysicalNum.text ="-"+ tempCost.ToString();
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Text_PhysicalNumGrey.text = "-" + tempCost.ToString();
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@ -132,10 +140,16 @@ public class CommandSkill_CultivateController : UIWindow
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{
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if(nowSkill.IfMaxLevel())
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{
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UITipsManager.ShowTips(CommonUtils.GetLocalizeText(""));
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UITipsManager.ShowTips(CommonUtils.GetLocalizeText("cultivate_ZhiHuiGuan_MaxLevelTips"));
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return;
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}
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if(!nowSkill.IsUnlock())
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{
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UITipsManager.ShowTips(CommonUtils.GetLocalizeText("cultivate_ZhiHuiGuan_NotUnLock"));
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return;
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}
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NetHelper.PlayerSkillUpgrade((uint)nowSkill.ID);
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}
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@ -190,10 +204,9 @@ public class CommandSkill_CultivateController : UIWindow
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RefreshUI();
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RefreshSkillDetail();
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RefreshCost();
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RegisterEvent();
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}
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private void GetData()
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private void GetData()
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{
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m_Data = new AllPlayerSkillCultivateData();
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}
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@ -214,21 +227,26 @@ public class CommandSkill_CultivateController : UIWindow
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RefreshSingleLayerByType(CommonUtils.GetGameObject(go, "Conduct"), layer, isFirst, PlayerSkillType.Conduct);
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RefreshSingleLayerByType(CommonUtils.GetGameObject(go, "Attack"), layer, isFirst, PlayerSkillType.Attack);
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RefreshSingleLayerByType(CommonUtils.GetGameObject(go, "Healing"), layer, isFirst, PlayerSkillType.Support);
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}
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private void RefreshSingleLayerByType(GameObject go, int layer, bool isFirst, PlayerSkillType skillType)
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{
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CommonUtils.GetGameObject(go, "line").SetActive(false);
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PlayerLayerCultivateData data = m_Data.GetDataBySkillType(skillType).GetDataByLayer(layer);
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var nameObj = CommonUtils.GetGameObject(go, "Image");
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if (data == null)
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{
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nameObj.SetActive(false);
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for (int i = 0; i < 3; i++)
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{
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CommonUtils.GetGameObject(go, (i + 1).ToString()).SetActive(false);
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}
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return;
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}
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//名字
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var nameObj = CommonUtils.GetGameObject(go, "Image");
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nameObj.SetActive(isFirst);
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string nameStr = "";
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switch (skillType)
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@ -253,6 +271,7 @@ public class CommandSkill_CultivateController : UIWindow
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{
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case 1:
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RefreshSkillNode(CommonUtils.GetGameObject(go, "1/CommandSkillNode"), data.dataList[0]);
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break;
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case 2:
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for (int i = 0; i < 2; i++)
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@ -269,17 +288,20 @@ public class CommandSkill_CultivateController : UIWindow
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}
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}
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private async void RefreshSkillNode(GameObject go,SinglePlayerSkillCultivateData data)
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{
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go.GetComponent<Image>().sprite = await AssetManager.GetSingleton().LoadAssetAsync<Sprite>(data.IconPath);
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int level = Actor.Instance.PlayerSkill.GetLevel(data.ID);
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go.GetComponent<Image>().sprite = await AssetManager.GetSingleton().LoadAssetAsync<Sprite>(data.IconPath);
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Button clearBtn = CommonUtils.GetComponent<Button>(go,"ClickBtn");
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ClearBind(CommonUtils.GetComponent<Button>(go, "ClickBtn"));
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BindButton<SinglePlayerSkillCultivateData>(clearBtn, BtnOnClick, data);
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CommonUtils.GetGameObject(go, "Image_LVBG/Text_LV").SetActive(data.IfMaxLevel());
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CommonUtils.GetGameObject(go, "Image_LVBG/Text_LVGrey").SetActive(!data.IfMaxLevel());
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CommonUtils.GetComponent<TMP_Text>(go, "Image_LVBG/Text_LV").text = data.Level + "/" + data.maxLevel;
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CommonUtils.GetComponent<TMP_Text>(go, "Image_LVBG/Text_LVGrey").text = data.Level + "/" + data.maxLevel;
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CommonUtils.GetComponent<TMP_Text>(go, "Image_LVBG/Text_LV").text = level + "/" + data.maxLevel;
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CommonUtils.GetComponent<TMP_Text>(go, "Image_LVBG/Text_LVGrey").text = level + "/" + data.maxLevel;
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mSkillDataDic[data]=go;
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}
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@ -8,6 +8,23 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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public static class PlayerSkillUpgradeTableHelper
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{
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public static int GetMaxLevel(int id)
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{
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int maxLevel = 0;
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for (int i = 0; i <TableManager.Instance.Tables.PlayerSkillUpgrade.DataList.Count ; i++)
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{
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DataPlayerSkillUpgrade data = TableManager.Instance.Tables.PlayerSkillUpgrade.DataList[i];
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if (data.Level>maxLevel)
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{
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maxLevel = data.Level;
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}
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}
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return maxLevel;
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}
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}
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public class SinglePlayerSkillCultivateData
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{
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public int ID;
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@ -20,10 +37,22 @@ public class SinglePlayerSkillCultivateData
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public int[] unLockId => UpgradeCfg.Unlock;
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public List<int> nextLockId;
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public List<int> unLockIndex;
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public string Name => CommonUtils.GetLocalizeText(SkillCfg.NameLocal);
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public string Desc => CommonUtils.GetLocalizeText(SkillCfg.DescLocal);
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public bool IsUnlock()
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{
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for (int i = 0; i < unLockIndex.Count; i++)
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{
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int level = Actor.Instance.PlayerSkill.GetLevel(unLockIndex[i]);
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if((level==0)||level<PlayerSkillUpgradeTableHelper.GetMaxLevel(unLockIndex[i]))
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{
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return false;
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}
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}
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return true;
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}
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public SinglePlayerSkillCultivateData(DataPlayerSkillUpgrade cfg)
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{
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ID= cfg.ID;
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@ -31,6 +60,7 @@ public class SinglePlayerSkillCultivateData
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RefreshLevel();
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RefreshMaxLevel(cfg.Level);
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nextLockId = new List<int>();
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unLockIndex = new List<int>();
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//检查上层配置
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if(cfg.LayerID==1)
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{
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@ -64,7 +94,10 @@ public class SinglePlayerSkillCultivateData
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nextLockId.Add(ID);
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}
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public void AddUnlockIndexID(int ID)
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{
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unLockIndex.Add(ID);
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}
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public bool IfMaxLevel()
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{
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return Level >= maxLevel;
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@ -225,12 +258,36 @@ public class AllPlayerSkillCultivateData
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TidyAllData();
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}
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private void GetUpIndexData(PlayerSkillTypeData data)
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{
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for (int i = 1; i <= data.MaxLayer; i++)
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{
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if (i != 1)
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{
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for (int j = 0; j < data.layerDataDic[i].dataList.Count; j++)
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{
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var nowdata = data.layerDataDic[i].dataList[j];
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for (int k = 0; k < data.layerDataDic[i - 1].dataList.Count; k++)
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{
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if (nowdata.unLockId.Contains(data.layerDataDic[i - 1].dataList[k].ID))
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{
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nowdata.unLockIndex.Add(k);
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}
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}
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}
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}
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}
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}
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private void TidyAllData()
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{
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TidySingleData(playerTypeDic[PlayerSkillType.Conduct]);
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TidySingleData(playerTypeDic[PlayerSkillType.Support]);
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TidySingleData(playerTypeDic[PlayerSkillType.Attack]);
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}
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private void TidySingleData(PlayerSkillTypeData data)
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{
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@ -266,6 +323,8 @@ public class AllPlayerSkillCultivateData
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}
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}
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GetUpIndexData(data);
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}
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private void GetAllNextLockId()
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{
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@ -273,7 +332,6 @@ public class AllPlayerSkillCultivateData
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GetSingleNextLockId(playerTypeDic[PlayerSkillType.Support]);
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GetSingleNextLockId(playerTypeDic[PlayerSkillType.Attack]);
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}
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private void GetSingleNextLockId(PlayerSkillTypeData data)
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{
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@ -42,7 +42,6 @@ public class CommandSkill_CultivateBinder
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window.Image_Physical = window.GetComponent<Image>("ImageBG/Image_DownBG/Button_Confirm_Grey/Image_physicalBG/Image_Physical");
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window.Text_PhysicalNumGrey = window.GetComponent<TMP_Text>("ImageBG/Image_DownBG/Button_Confirm_Grey/Image_physicalBG/Text_PhysicalNum");
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window.Text_StartSweep = window.GetComponent<TMP_Text>("ImageBG/Image_DownBG/Button_Confirm_Grey/Text_StartSweep");
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}
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/****** 定义变量语句 ******
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@ -5,7 +5,6 @@ using Gameplay;
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using Gameplay.Common;
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using Gameplay.Net;
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using PhxhSDK;
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using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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@ -91,7 +90,7 @@ public class UI_MainPanelController: UIWindow
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bool isFirst = true;
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const float minutes=60;
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// Use this for initializationf
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// Use this for initialization
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public override void OnInit()
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{
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//bind UI GameObj
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@ -125,10 +124,17 @@ public class UI_MainPanelController: UIWindow
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BindButton(Button_Unknown, _OnClickTask);
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BindButton(Button_Camera, OnCameraClick);
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BindButton(GetComponent<Button>("CommandSkillBtn"), OnCommandSkillClick);
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cameraGoList = new List<GameObject>();
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RegisterScreenAdaption();
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}
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private async void OnCommandSkillClick()
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{
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await UIManager.Instance.OpenWindow(UINameConst.UI_CommandSkill);
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}
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private async void OnStoreBtnClick()
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{
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await UIManager.Instance.OpenWindow(UINameConst.UI_Shop);
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@ -23,7 +23,7 @@
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"Cost": [
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{
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"Id": 1,
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"Count": 1000
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"Count": 1001
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}
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]
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},
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@ -37,7 +37,7 @@
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"Cost": [
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{
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"Id": 1,
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"Count": 1000
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"Count": 1002
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}
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]
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},
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@ -167,6 +167,146 @@
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}
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]
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},
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{
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"ID": 3001,
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"Level": 0,
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"skillType": 0,
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"LayerID": 3,
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"SkillID": 0,
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"Unlock": [],
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"Cost": [
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{
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"Id": 1,
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"Count": 1000
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}
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]
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},
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{
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"ID": 3001,
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"Level": 1,
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"skillType": 0,
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"LayerID": 3,
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"SkillID": 0,
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"Unlock": [],
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"Cost": [
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{
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"Id": 1,
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"Count": 1000
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}
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]
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},
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{
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"ID": 3001,
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"Level": 2,
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"skillType": 0,
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"LayerID": 3,
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"SkillID": 0,
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"Unlock": [],
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"Cost": [
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{
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"Id": 1,
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"Count": 1000
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}
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]
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},
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{
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"ID": 3001,
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"Level": 3,
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"skillType": 0,
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"LayerID": 3,
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"SkillID": 0,
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"Unlock": [],
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"Cost": [
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{
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"Id": 1,
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"Count": 1000
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}
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]
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},
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{
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"ID": 2002,
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"Level": 0,
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"skillType": 0,
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"LayerID": 3,
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"SkillID": 0,
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"Unlock": [],
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"Cost": [
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{
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"Id": 1,
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"Count": 1000
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}
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]
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},
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{
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"ID": 2002,
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"Level": 1,
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"skillType": 0,
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"LayerID": 3,
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"SkillID": 0,
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"Unlock": [],
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"Cost": [
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{
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"Id": 1,
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"Count": 1000
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}
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]
|
||||
},
|
||||
{
|
||||
"ID": 2002,
|
||||
"Level": 2,
|
||||
"skillType": 0,
|
||||
"LayerID": 3,
|
||||
"SkillID": 0,
|
||||
"Unlock": [],
|
||||
"Cost": [
|
||||
{
|
||||
"Id": 1,
|
||||
"Count": 1000
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"ID": 112,
|
||||
"Level": 0,
|
||||
"skillType": 0,
|
||||
"LayerID": 4,
|
||||
"SkillID": 0,
|
||||
"Unlock": [],
|
||||
"Cost": [
|
||||
{
|
||||
"Id": 1,
|
||||
"Count": 1000
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"ID": 112,
|
||||
"Level": 1,
|
||||
"skillType": 0,
|
||||
"LayerID": 4,
|
||||
"SkillID": 0,
|
||||
"Unlock": [],
|
||||
"Cost": [
|
||||
{
|
||||
"Id": 1,
|
||||
"Count": 1000
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"ID": 112,
|
||||
"Level": 2,
|
||||
"skillType": 0,
|
||||
"LayerID": 4,
|
||||
"SkillID": 0,
|
||||
"Unlock": [],
|
||||
"Cost": [
|
||||
{
|
||||
"Id": 1,
|
||||
"Count": 1000
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"ID": 311,
|
||||
"Level": 0,
|
||||
|
|
|
|||
|
|
@ -1247,6 +1247,18 @@
|
|||
"Value": "确认升级",
|
||||
"Value_En": ""
|
||||
},
|
||||
{
|
||||
"ID": 30096,
|
||||
"Key": "cultivate_ZhiHuiGuan_MaxLevelTips",
|
||||
"Value": "当前技能已升级到最高",
|
||||
"Value_En": ""
|
||||
},
|
||||
{
|
||||
"ID": 30097,
|
||||
"Key": "cultivate_ZhiHuiGuan_NotUnLock",
|
||||
"Value": "该技能未解锁",
|
||||
"Value_En": ""
|
||||
},
|
||||
{
|
||||
"ID": 40001,
|
||||
"Key": "skill_desc1",
|
||||
|
|
|
|||
|
|
@ -1,66 +1 @@
|
|||
[
|
||||
{
|
||||
"Id": "Icon_Weather_Sunny",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_Sunshine.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Weather_SandStorm",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_Forest.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Weather_Rain",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_Rain.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Weather_Snow",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_Snow.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Weather_Fog",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_Fog.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Daynight_Day",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_Day.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Daynight_Night",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_Night.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Environment_Plain",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_FlatLand.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Environment_Mountain",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_MounTain.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Environment_Grassland",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_Forest.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Environment_Forest",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_Forest.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Environment_Snow",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_SnowLand.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Environment_MuddyLand",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_MounTain.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Environment_Gobi",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_MounTain.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Environment_Desert",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_MounTain.png"
|
||||
},
|
||||
{
|
||||
"Id": "Icon_Environment_Plateau",
|
||||
"path": "Assets/Art/UI/Texture/CommonTextures/MapWeatherAndLand/UI_Pause_MounTain.png"
|
||||
}
|
||||
]
|
||||
[]
|
||||
Loading…
Reference in New Issue