diff --git a/meng_yao/Assets/Config/MengYao_Skill_Date.txt b/meng_yao/Assets/Config/MengYao_Skill_Date.txt
index ff3dd95d..74b0b46b 100644
--- a/meng_yao/Assets/Config/MengYao_Skill_Date.txt
+++ b/meng_yao/Assets/Config/MengYao_Skill_Date.txt
@@ -397,7 +397,7 @@
"S_1": {
"1": {
"SkillList": [
- "0"
+ "skill_7"
]
},
"2": {
@@ -411,7 +411,9 @@
"DamageBuff": 0.35
},
"5": {
- "DamageBuff": 0.3,
+ "SkillList": [
+ "skill_6"
+ ],
"speedOfBullets": -0.1
}
},
@@ -424,7 +426,7 @@
},
"3": {
"numberOfBullets": 1,
- "speedOfBullets": -1
+ "speedOfBullets": -0.1
},
"4": {
"DamageBuff": 0.35
diff --git a/meng_yao/Assets/Prefabs/Bullet/jbf_Bullet.prefab b/meng_yao/Assets/Prefabs/Bullet/jbf_Bullet.prefab
index a35ff595..d3431eaa 100644
--- a/meng_yao/Assets/Prefabs/Bullet/jbf_Bullet.prefab
+++ b/meng_yao/Assets/Prefabs/Bullet/jbf_Bullet.prefab
@@ -4853,6 +4853,7 @@ MonoBehaviour:
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effectPres: []
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diff --git a/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab b/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab
index b35c658c..0b43be75 100644
--- a/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab
+++ b/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab
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+ CharacterAnimationFrameInterval: 18
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spriteRenderer: {fileID: 4703411402842800734}
image: {fileID: 0}
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+ isAnimationPlay: 1
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attackClass: {fileID: 0}
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- m_WasSpriteAssigned: 0
+ m_WasSpriteAssigned: 1
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diff --git a/meng_yao/Assets/Prefabs/charatar/jbf.prefab b/meng_yao/Assets/Prefabs/charatar/jbf.prefab
index a721d557..b18244e8 100644
--- a/meng_yao/Assets/Prefabs/charatar/jbf.prefab
+++ b/meng_yao/Assets/Prefabs/charatar/jbf.prefab
@@ -419,7 +419,7 @@ GameObject:
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+ - component: {fileID: 6754849144717393997}
m_Layer: 0
m_Name: jbf
m_TagString: Player
@@ -514,7 +514,7 @@ MonoBehaviour:
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isHit: 0
myTags: 0
- mySkillUp: {fileID: 2427917370826210288}
+ mySkillUp: {fileID: 6754849144717393997}
IsDead: 0
HaveDieTime: 0
enemyId:
@@ -573,7 +573,7 @@ MonoBehaviour:
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+ applyGammaDecoding: 0
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+ buildTarget: DefaultTexturePlatform
+ maxTextureSize: 2048
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ androidETC2FallbackOverride: 0
+ forceMaximumCompressionQuality_BC6H_BC7: 0
+ - serializedVersion: 3
+ buildTarget: Standalone
+ maxTextureSize: 2048
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ androidETC2FallbackOverride: 0
+ forceMaximumCompressionQuality_BC6H_BC7: 0
+ - serializedVersion: 3
+ buildTarget: Android
+ maxTextureSize: 2048
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ androidETC2FallbackOverride: 0
+ forceMaximumCompressionQuality_BC6H_BC7: 0
+ spriteSheet:
+ serializedVersion: 2
+ sprites: []
+ outline: []
+ physicsShape: []
+ bones: []
+ spriteID: 5e97eb03825dee720800000000000000
+ internalID: 0
+ vertices: []
+ indices:
+ edges: []
+ weights: []
+ secondaryTextures: []
+ nameFileIdTable: {}
+ spritePackingTag:
+ pSDRemoveMatte: 0
+ pSDShowRemoveMatteOption: 0
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/meng_yao/Assets/script/A_Fight/SkillUp/SkillUp.cs b/meng_yao/Assets/script/A_Fight/SkillUp/SkillUp.cs
index 84f437b8..e4d241fd 100644
--- a/meng_yao/Assets/script/A_Fight/SkillUp/SkillUp.cs
+++ b/meng_yao/Assets/script/A_Fight/SkillUp/SkillUp.cs
@@ -21,7 +21,7 @@ public class SkillUp : Fun
set
{
attackRange=value;
- role.AttackRange +=attackRange;
+ role.AttackRange += value;
}
}
@@ -33,7 +33,7 @@ public class SkillUp : Fun
set
{
attackCooldown = value;
- role.AttackCD *= (1 + attackCooldown);
+ role.AttackCD *= (1 + value);
}
}
@@ -46,7 +46,7 @@ public class SkillUp : Fun
set
{
attackDuration = value;
- attack.AttackStayTime *= (1 + attackDuration);
+ attack.AttackStayTime *= (1 + value);
}
}
[HideInInspector][Header("攻击子弹数量加成")] public int numberOfBullets = 0;
@@ -58,7 +58,11 @@ public class SkillUp : Fun
set
{
numberOfBullets = value;
- attack.BulletNumber += numberOfBullets;
+ // Debug.Log("NumberOfBullets:"+ NumberOfBullets);
+ Debug.Log("value:" + value);
+ attack.BulletNumber += value;
+ // Debug.Log("attack.BulletNumber:" + attack.BulletNumber);
+
}
}
[HideInInspector][Header("攻击子弹速度加成")] public float speedOfBullets = 0f;
@@ -70,7 +74,7 @@ public class SkillUp : Fun
set
{
speedOfBullets = value;
- attack.roleBulletSpeedAdd *= (1+speedOfBullets);
+ attack.roleBulletSpeedAdd *= (1+ value);
}
}
@@ -100,17 +104,27 @@ public class SkillUp : Fun
SkillLevelData info = Mengyao_Skill_Date.instance.parsedData[mengyao_id][skill_id][level];
+
+
+ //Debug.Log("mengyao_id:" + mengyao_id+ "skill_id:" + skill_id+ "level:" + level+ "info.numberOfBullets:" + info.numberOfBullets);
+
+ // Debug.Log("info.numberOfBullets:"+info.numberOfBullets);
+
//攻击范围加成
- AttackRange += info.Range;
- Debug.Log("攻击范围+"+ info.Range +"||"+ attackRange.ToString()+"=================================");
+ AttackRange = info.Range;
+ // Debug.Log("攻击范围+"+ info.Range +"||"+ attackRange.ToString()+"=================================");
//攻击冷却加成
- AttackCooldown += info.AttackCooldown;
+ AttackCooldown = info.AttackCooldown;
//攻击持续时间加成
- AttackDuration += info.AttackContinues;
+ AttackDuration = info.AttackContinues;
+
+ Debug.Log("攻击子弹数量加成+info.numberOfBullets:" + info.numberOfBullets);
//攻击子弹数量加成
- NumberOfBullets += info.numberOfBullets;
+ NumberOfBullets = info.numberOfBullets;
//攻击子弹速度加成
- SpeedOfBullets += info.speedOfBullets;
+ SpeedOfBullets = info.speedOfBullets;
+
+ // Debug.Log("攻击子弹数量加成:" + NumberOfBullets);
//攻击伤害加成
DamageUp += info.DamageBuff;
diff --git a/meng_yao/Assets/script/A_Fight/SkillUp/jbf_SkillUp.cs b/meng_yao/Assets/script/A_Fight/SkillUp/jbf_SkillUp.cs
new file mode 100644
index 00000000..8637f16b
--- /dev/null
+++ b/meng_yao/Assets/script/A_Fight/SkillUp/jbf_SkillUp.cs
@@ -0,0 +1,91 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using Unity.VisualScripting;
+using UnityEngine;
+
+public class jbf_SkillUp : SkillUp
+{
+ ///
+ /// 射程提升1格位置
+ ///
+ ///
+
+
+ public void Start()
+ {
+
+
+
+ }
+
+ public override void useskill(string str)
+ {
+ if (str == "skill_6") /// 每次攻击额外造成30%魔法伤害,刀的旋转速度减少10%
+ {
+ attack.haveAddDamage = true;
+ attack.AdddamageType = DamageType.magicDamage;
+
+ }
+
+ if (str == "skill_7") ///刀的长度延长1格
+ {
+
+ attack.bulletLengthAdd += 2;
+ }
+ }
+
+ /*public override void Skill_1_1()
+ {
+ base.AttackRange = 1;
+ attack.SetAttackRange();
+ }
+ ///
+ /// 攻击CD减少10%
+ ///
+ public override void Skill_1_3()
+ {
+
+ base.AttackCooldown -= 0.1f;
+ }
+ ///
+ /// 每次扇形喷出3个毒雾攻击CD增加5%
+ ///
+ public override void Skill_1_5()
+ {
+ attack.BulletNumber = 3;
+
+ }
+
+
+ ///
+ /// 敌人中毒后受到伤害提升20%
+ ///
+ public override void Skill_2_1()
+ {
+ poisonDamage *= 1.2f;
+ SetPoisonBuff();
+ }
+ ///
+ /// 敌人中毒后毒药生效时间减少30% 攻击CD增加5%
+ ///
+ public override void Skill_2_3()
+ {
+ base.AttackCooldown += 0.05f;
+ poisonInterval *= 0.7f;
+ SetPoisonBuff();
+
+ }
+ ///
+ /// 敌人中毒后受到伤害提升50%,攻击CD增加5%
+ ///
+ public override void Skill_2_5()
+ {
+
+ base.AttackCooldown += 0.05f;
+ poisonDamage *= 1.5f;
+ SetPoisonBuff();
+ }
+ */
+
+}
diff --git a/meng_yao/Assets/script/A_Fight/SkillUp/jbf_SkillUp.cs.meta b/meng_yao/Assets/script/A_Fight/SkillUp/jbf_SkillUp.cs.meta
new file mode 100644
index 00000000..d7734ac9
--- /dev/null
+++ b/meng_yao/Assets/script/A_Fight/SkillUp/jbf_SkillUp.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 06f1271e2c91952498f98563968b9cae
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/meng_yao/Assets/script/A_Fight/SpawnMonster.cs b/meng_yao/Assets/script/A_Fight/SpawnMonster.cs
index 56483678..c419d13f 100644
--- a/meng_yao/Assets/script/A_Fight/SpawnMonster.cs
+++ b/meng_yao/Assets/script/A_Fight/SpawnMonster.cs
@@ -1,6 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
+using Unity.VisualScripting;
using UnityEngine.Rendering;
@@ -99,12 +100,13 @@ public class SpawnMonster : Base
}
-
- void Update()
+ void FixedUpdate()
{
- UpdateNodeList();
+ //UpdateNodeList();
}
+
+
public async void StartSpawning()
{
diff --git a/meng_yao/Assets/script/scene_Main/ui/Buyshipitem.cs b/meng_yao/Assets/script/scene_Main/ui/Buyshipitem.cs
new file mode 100644
index 00000000..0b3f2350
--- /dev/null
+++ b/meng_yao/Assets/script/scene_Main/ui/Buyshipitem.cs
@@ -0,0 +1,29 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+public class Buyshipitem : MonoBehaviour
+{
+ public Image head;
+ public Text shipname;
+ public Text Layernumber;
+ public Text Buynumber;
+ public Text prize;
+ public Button Buybtn;
+ public GameObject lands;
+ void Start()
+ {
+ Buybtn.onClick.AddListener(BuyClick);
+ }
+
+ void BuyClick()
+ {
+ lands.GetComponent().BuyActivation();
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/meng_yao/Assets/script/scene_Main/ui/Buyshipitem.cs.meta b/meng_yao/Assets/script/scene_Main/ui/Buyshipitem.cs.meta
new file mode 100644
index 00000000..50d842e4
--- /dev/null
+++ b/meng_yao/Assets/script/scene_Main/ui/Buyshipitem.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 049bb241ce3819f42a2977370707d225
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/meng_yao/Assets/script/scene_Main/ui/Myshipitem.cs b/meng_yao/Assets/script/scene_Main/ui/Myshipitem.cs
new file mode 100644
index 00000000..e54793c2
--- /dev/null
+++ b/meng_yao/Assets/script/scene_Main/ui/Myshipitem.cs
@@ -0,0 +1,22 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+public class Myshipitem : MonoBehaviour
+{
+ public Image head;
+ public Text shipname;
+ public Text Layernumber;
+ public Text Yieldnumber;
+ public Text Daynumber;
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/meng_yao/Assets/script/scene_Main/ui/Myshipitem.cs.meta b/meng_yao/Assets/script/scene_Main/ui/Myshipitem.cs.meta
new file mode 100644
index 00000000..d94b4436
--- /dev/null
+++ b/meng_yao/Assets/script/scene_Main/ui/Myshipitem.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2e5666e5a4e9b124696fa401d4ebc7b9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/meng_yao/Assets/script/scene_Main/ui/ShipSelection.cs b/meng_yao/Assets/script/scene_Main/ui/ShipSelection.cs
new file mode 100644
index 00000000..2d029a8f
--- /dev/null
+++ b/meng_yao/Assets/script/scene_Main/ui/ShipSelection.cs
@@ -0,0 +1,57 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class ShipSelection : MonoBehaviour
+{
+ public Button Buyship;
+ public Button Myship;
+ public Button CloseBtn;
+
+ public Sprite downsprite;
+ public Sprite upsprite;
+
+ public GameObject myshipView;
+ public GameObject BuyshipView;
+
+ public GameObject Myshipitem;
+ public GameObject Buyshipitem;
+
+ public Transform myshipConnact;
+ public Transform BuyshipConnact;
+
+
+ void Start()
+ {
+ Buyship.onClick.AddListener(buyshipClick);
+ Myship.onClick.AddListener(myshipClick);
+ CloseBtn.onClick.AddListener(CloseClick);
+ }
+
+ void CloseClick()
+ {
+ Destroy(this.gameObject);
+ }
+
+ void myshipClick()
+ {
+ Buyship.GetComponent().sprite = upsprite;
+ Myship.GetComponent().sprite = downsprite;
+ BuyshipView.gameObject.SetActive(false);
+ myshipView.gameObject.SetActive(true);
+ }
+
+ void buyshipClick()
+ {
+ Buyship.GetComponent().sprite = downsprite;
+ Myship.GetComponent().sprite = upsprite;
+ BuyshipView.gameObject.SetActive(true);
+ myshipView.gameObject.SetActive(false);
+ }
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/meng_yao/Assets/script/scene_Main/ui/ShipSelection.cs.meta b/meng_yao/Assets/script/scene_Main/ui/ShipSelection.cs.meta
new file mode 100644
index 00000000..3eecf1b5
--- /dev/null
+++ b/meng_yao/Assets/script/scene_Main/ui/ShipSelection.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ef39f2435e2b9e24990e3c15c4d4ce48
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
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diff --git a/meng_yao/Assets/script/scene_jishadao/jishadao_buy.cs b/meng_yao/Assets/script/scene_jishadao/jishadao_buy.cs
index e75ded4c..a734f0bf 100644
--- a/meng_yao/Assets/script/scene_jishadao/jishadao_buy.cs
+++ b/meng_yao/Assets/script/scene_jishadao/jishadao_buy.cs
@@ -1,5 +1,8 @@
+using System;
using System.Collections;
using System.Collections.Generic;
+using System.Reflection;
+using System.Threading.Tasks;
using UnityEngine;
public class jishadao_buy :mount
@@ -12,7 +15,8 @@ public class jishadao_buy :mount
public List lands = new List();
-
+ public GameObject shipSelection;
+ public Transform Canvas;
public bool Generate1 = false;
public bool Generate2 = false;
@@ -24,65 +28,78 @@ public class jishadao_buy :mount
public async void buy_ship()
{
- // Cinemachine_2dCon.SetCameraContorl(false);
- //Debug.LogError("禁用生成船只逻辑");
- jishadao_contorl.canClick = false;
- List boxTypes = new List();
+ //// Cinemachine_2dCon.SetCameraContorl(false);
+ ////Debug.LogError("禁用生成船只逻辑");
+ //jishadao_contorl.canClick = false;
+ //List boxTypes = new List();
- int index = 1;
+ //int index = 1;
+ //for (int i = 0; i < 3; i++)
+ //{
+ // boxTypes.Add(new BoxType { Name = index.ToString() + "文本", prompt = "第" + ArabicToChineseNumberConverter.ConvertToChineseNumbers(index.ToString()) + "层", Type = 4, is_required = true });
+ // boxTypes.Add(new BoxType { Name = "捕鱼" + index.ToString(), prompt = "捕鱼" + 1, prompt2 = "捕鱼船" + (i + 1), nametext1 = "剩余数量:" + (lands[i].GetComponent().MaxShipNumber - lands[i].GetComponent().shipNumber), Type = 3, goldNumerobj = lands[i].GetComponent().ActivateValue.ToString(), icon = iconS[index - 1] });
+ // index++;
+ //}
+
+ //GameObject gameObject = add_pop_up();
+ //gameObject.GetComponent().minHeight = 800;//设置最低高度
+ //gameObject.GetComponent().setScrollMode(1);//设置滚动模式为滚动
+ ////gameObject.GetComponent().setScrollMode(0);//设置滚动模式为自动填充
+ //List gameObjects = gameObject.GetComponent().updateUI(boxTypes, "购买人才");//测试输入框回调处理
+
+ //gameObject.GetComponent().OnEnd += () =>
+ //{
+ // //关闭摄像头逻辑
+ // // Cinemachine_2dCon.SetCameraContorl(true);
+ // jishadao_contorl.canClick = true;
+ //};
+ GameObject obj = Instantiate(shipSelection, Canvas);
for (int i = 0; i < 3; i++)
{
- boxTypes.Add(new BoxType { Name = index.ToString() + "文本", prompt = "第" + ArabicToChineseNumberConverter.ConvertToChineseNumbers(index.ToString()) + "层", Type = 4, is_required = true });
- boxTypes.Add(new BoxType { Name = "捕鱼" + index.ToString(), prompt = "捕鱼" + 1, prompt2 = "捕鱼船" + (i + 1), nametext1 = "剩余数量:" + (lands[i].GetComponent().MaxShipNumber - lands[i].GetComponent().shipNumber), Type = 3, goldNumerobj = lands[i].GetComponent().ActivateValue.ToString(), icon = iconS[index - 1] });
- index++;
+
+ GameObject ob = Instantiate(obj.GetComponent().Buyshipitem, obj.GetComponent().BuyshipConnact);
+ ob.GetComponent().head.sprite = iconS[i];
+ ob.GetComponent().shipname.text = "捕鱼船" + (i + 1);
+ ob.GetComponent().Layernumber.text = "第" + ArabicToChineseNumberConverter.ConvertToChineseNumbers((i + 1).ToString()) + "层";
+ ob.GetComponent().Buynumber.text ="剩余数量:"+ (lands[i].GetComponent().MaxShipNumber - lands[i].GetComponent().shipNumber).ToString();
+ ob.GetComponent().prize.text = lands[i].GetComponent().ActivateValue.ToString();
+ ob.GetComponent().lands = lands[i];
}
- GameObject gameObject = add_pop_up();
- gameObject.GetComponent().minHeight = 800;//设置最低高度
- gameObject.GetComponent().setScrollMode(1);//设置滚动模式为滚动
- //gameObject.GetComponent().setScrollMode(0);//设置滚动模式为自动填充
- List gameObjects = gameObject.GetComponent().updateUI(boxTypes, "购买人才");//测试输入框回调处理
- gameObject.GetComponent().OnEnd += () =>
- {
- //关闭摄像头逻辑
- // Cinemachine_2dCon.SetCameraContorl(true);
- jishadao_contorl.canClick = true;
- };
+ //gameObjects[1].GetComponent().register_click(async (BoxType boxType, int type) =>//登录确定或取消
+ //{
+ // if (type == 1)
+ // {
+ // if (!Generate1)
+ // {
+ // lands[0].GetComponent().BuyActivation();
+ // }
+ // }
- gameObjects[1].GetComponent().register_click(async (BoxType boxType, int type) =>//登录确定或取消
- {
- if (type == 1)
- {
- if (!Generate1)
- {
- lands[0].GetComponent().BuyActivation();
- }
- }
+ //});
+ //gameObjects[3].GetComponent().register_click(async (BoxType boxType, int type) =>//登录确定或取消
+ //{
+ // if (type == 1)
+ // {
+ // if (!Generate1)
+ // {
+ // lands[1].GetComponent().BuyActivation();
+ // }
+ // }
- });
- gameObjects[3].GetComponent().register_click(async (BoxType boxType, int type) =>//登录确定或取消
- {
- if (type == 1)
- {
- if (!Generate1)
- {
- lands[1].GetComponent().BuyActivation();
- }
- }
+ //});
+ //gameObjects[5].GetComponent().register_click(async (BoxType boxType, int type) =>//登录确定或取消
+ //{
+ // if (type == 1)
+ // {
+ // if (!Generate1)
+ // {
+ // lands[2].GetComponent().BuyActivation();
+ // }
+ // }
- });
- gameObjects[5].GetComponent().register_click(async (BoxType boxType, int type) =>//登录确定或取消
- {
- if (type == 1)
- {
- if (!Generate1)
- {
- lands[2].GetComponent().BuyActivation();
- }
- }
-
- });
+ //});
}
}