【战力冲刺】提交
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14af727eab
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a6d0a4f7f0
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@ -852,12 +852,10 @@ function this.PowerRiceRedCheck()
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if data then
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if data then
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for i = 1, #data.rewards do
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for i = 1, #data.rewards do
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if data.rewards[i].state == 0 and data.rewards[i].otherData.Values[1][1] <= PlayerManager.maxForce then
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if data.rewards[i].state == 0 and data.rewards[i].otherData.Values[1][1] <= PlayerManager.maxForce then
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LogGreen("return true")
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return true
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return true
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end
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end
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end
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end
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end
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end
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LogRed("return false")
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return false
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return false
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end
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end
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@ -674,6 +674,12 @@ function this.BindObject(rpType, rpObj)
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return
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return
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end
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end
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BindObjs[rpType] = BindObjs[rpType] or {}
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BindObjs[rpType] = BindObjs[rpType] or {}
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for index, value in ipairs(BindObjs[rpType]) do
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if value == rpObj then
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Log("红点类型 = "..rpType..", 重复绑定了物体,取消该次绑定")
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return
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end
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end
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table.insert(BindObjs[rpType], rpObj)
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table.insert(BindObjs[rpType], rpObj)
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--Log("红点类型 = "..rpType..", 绑定了新物体,当前绑定的物体数量为 = "..#BindObjs[rpType])
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--Log("红点类型 = "..rpType..", 绑定了新物体,当前绑定的物体数量为 = "..#BindObjs[rpType])
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-- 根据状态设置红点现隐
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-- 根据状态设置红点现隐
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@ -279,6 +279,11 @@ function PowerRice:OnDestroy()
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self.itemList = {}
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self.itemList = {}
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this.spLoader:Destroy()
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this.spLoader:Destroy()
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self.Live = nil
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self.Live = nil
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for i = 1, #_TabData do
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if _TabData[i] and _TabData[i].redPointType and TabBoxRedPoints[i] then
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ClearRedPointObject(_TabData[i].redPointType,TabBoxRedPoints[i])
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end
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end
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end
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end
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return PowerRice
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return PowerRice
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