少年... 吹牛也要有個譜.... 你這樣子家人知道嗎?
首先限界突破是在UI_UnitEnchanceTreeMenu的一個delegate method內.... 代碼如下
- internal void <>m__5A4(Dialog.Result sel)
- {
- if (sel != Dialog.Result.No)
- {
- DeckExceedSendParam postData = new DeckExceedSendParam();
- postData.ucId = this.<>f__this.m_Unit.ucId;
- postData.exceedType = this.btn.cost.exceedType;
- Singleton<NetworkManager>.I.Request<DeckExceedSendParam, DeckExceedModel>(DeckExceedModel.URL, postData, delegate (DeckExceedModel result) {
- App.Network.Error error = (App.Network.Error) result.error;
- if (error == App.Network.Error.None)
- {
- <DispLimitBreakDetail>c__AnonStorey28E storeye = new <DispLimitBreakDetail>c__AnonStorey28E {
- <>f__ref$653 = this
- };
- if (this.<>f__this.m_UI_UnitEnhanceLimitBreakDetail != null)
- {
- UnityEngine.Object.Destroy(this.<>f__this.m_UI_UnitEnhanceLimitBreakDetail.gameObject);
- this.<>f__this.m_UI_UnitEnhanceLimitBreakDetail = null;
- }
- storeye.card = result.result.card;
- if (storeye.card != null)
- {
- int num = Singleton<GlobalDataManager>.I.m_Player.stockCards.FindIndex(new Predicate<CardModel.Param>(storeye.<>m__5A8));
- if (num != -1)
- {
- Singleton<GlobalDataManager>.I.m_Player.stockCards[num] = storeye.card;
- }
- foreach (DeckModel.Param param in Singleton<GlobalDataManager>.I.m_Player.decks)
- {
- num = param.units.FindIndex(new Predicate<UnitModel.Param>(storeye.<>m__5A9));
- if (num != -1)
- {
- param.units[num].Card = storeye.card;
- }
- }
- this.<>f__this.m_ParentMenu.m_Unit.Card = storeye.card;
- }
- Singleton<GlobalDataManager>.I.m_Player.stockItems = result.result.items;
- this.<>f__this.SetUnit(this.<>f__this.m_ParentMenu.m_CardDetail, this.<>f__this.m_ParentMenu.m_Unit);
- this.<>f__this.m_ParentMenu.PlayLimitBreakScene(new System.Action(storeye.<>m__5AA));
- }
- else if (error == App.Network.Error.ERR_SKILL_LIMIT_BREAK_TIME_OVER)
- {
- string body = Singleton<MessageManager>.I.GetMessage(Common_msg.SOULBOARD_LIMIT_BREAK_TIME_OVER);
- if (<>f__am$cache2 == null)
- {
- <>f__am$cache2 = delegate (Dialog.Result r) {
- };
- }
- Singleton<UIManager>.I.CommonUI.OpenDialog(Dialog.Type.OK, body, <>f__am$cache2);
- }
- else
- {
- if (<>f__am$cache3 == null)
- {
- <>f__am$cache3 = r => SceneManager.ChangeOutGame(OutGameManager.Scene.Fatal);
- }
- Singleton<UIManager>.I.CommonUI.OpenDialog(Dialog.Type.OK, (App.Network.Error) result.error, <>f__am$cache3);
- }
- }, string.Empty);
- }
- }
複製代碼
由此可以看到.. 他會發送的只有是用什么選項去突(50/25/1的type ID).. 而不會發送數量.. 就算你改到用1石去突.. 但實際扣除的還是50個小饅頭..... 而回傳下來的數據是經以下method去處理....
- internal void <>m__5A7(DeckExceedModel result)
- {
- App.Network.Error error = (App.Network.Error) result.error;
- if (error == App.Network.Error.None)
- {
- <DispLimitBreakDetail>c__AnonStorey28E storeye = new <DispLimitBreakDetail>c__AnonStorey28E();
- storeye.<>f__ref$653 = this;
- if (this.<>f__this.m_UI_UnitEnhanceLimitBreakDetail != null)
- {
- UnityEngine.Object.Destroy(this.<>f__this.m_UI_UnitEnhanceLimitBreakDetail.gameObject);
- this.<>f__this.m_UI_UnitEnhanceLimitBreakDetail = null;
- }
- storeye.card = result.result.card;
- if (storeye.card != null)
- {
- int num = Singleton<GlobalDataManager>.I.m_Player.stockCards.FindIndex(new Predicate<CardModel.Param>(storeye.<>m__5A8));
- if (num != -1)
- {
- Singleton<GlobalDataManager>.I.m_Player.stockCards[num] = storeye.card;
- }
- foreach (DeckModel.Param param in Singleton<GlobalDataManager>.I.m_Player.decks)
- {
- num = param.units.FindIndex(new Predicate<UnitModel.Param>(storeye.<>m__5A9));
- if (num != -1)
- {
- param.units[num].Card = storeye.card;
- }
- }
- this.<>f__this.m_ParentMenu.m_Unit.Card = storeye.card;
- }
- Singleton<GlobalDataManager>.I.m_Player.stockItems = result.result.items;
- this.<>f__this.SetUnit(this.<>f__this.m_ParentMenu.m_CardDetail, this.<>f__this.m_ParentMenu.m_Unit);
- this.<>f__this.m_ParentMenu.PlayLimitBreakScene(new System.Action(storeye.<>m__5AA));
- }
- else if (error == App.Network.Error.ERR_SKILL_LIMIT_BREAK_TIME_OVER)
- {
- string message = Singleton<MessageManager>.I.GetMessage(Common_msg.SOULBOARD_LIMIT_BREAK_TIME_OVER);
- if (<>f__am$cache2 == null)
- {
- <>f__am$cache2 = delegate (Dialog.Result r) {
- };
- }
- Singleton<UIManager>.I.CommonUI.OpenDialog(Dialog.Type.OK, message, <>f__am$cache2);
- }
- else
- {
- if (<>f__am$cache3 == null)
- {
- <>f__am$cache3 = delegate (Dialog.Result r) {
- SceneManager.ChangeOutGame(OutGameManager.Scene.Fatal);
- };
- }
- Singleton<UIManager>.I.CommonUI.OpenDialog(Dialog.Type.OK, (App.Network.Error) result.error, <>f__am$cache3);
- }
- }
複製代碼
當然你可以修改這個method去放動畫自high一下... 但實際上並無效果... 還不如直接改屬性...
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