diff --git a/Assets/ManagedResources/~Lua/Modules/GlobalActTimeCtrl/ActTimeCtrlManager.lua b/Assets/ManagedResources/~Lua/Modules/GlobalActTimeCtrl/ActTimeCtrlManager.lua index a4d06478e0..8f88c15862 100644 --- a/Assets/ManagedResources/~Lua/Modules/GlobalActTimeCtrl/ActTimeCtrlManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/GlobalActTimeCtrl/ActTimeCtrlManager.lua @@ -53,7 +53,7 @@ function this.CheckFuncActiveByType(activeType, params) local isActive = this.SingleFuncState(typeId) --Log("检测功能是否已解锁,id = "..id..", isActive = "..tostring(isActive)) local aGuideId = AllActSetConfig[typeId].GuideId - if AllActSetConfig[aGuideId] and AllActSetConfig[aGuideId].IsOpen and AllActSetConfig[aGuideId].IsOpen> 0 then + if AllActSetConfig[aGuideId] and AllActSetConfig[aGuideId].IsOpen and AllActSetConfig[aGuideId].IsOpen> 0 then if ActivityGiftManager.IsActivityTypeOpen(ActivityGiftManager.GetActivityTypeFromId(GuideConfig[aGuideId].IsOpen)) then table.insert(ids,typeId) end @@ -66,7 +66,14 @@ function this.CheckFuncActiveByType(activeType, params) --Log(">>>>>>功能关闭:id = "..funcInfo.Id..", name = "..funcInfo.Name) -- 已解锁但是判断未解锁 --Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnFunctionClose, typeId) - table.insert(ids,typeId) + if activeType==2 then + if CheckFunctionOpen(typeId) then + table.insert(ids,typeId) + end + else + table.insert(ids,typeId) + end + end -- 保存状态 funcData.isActive = isActive