/// <summary> /// 是否有可提交的道具 /// </summary> /// <param name="mapId"></param> /// <returns></returns> public bool IsHaveSubmitItem(int mapId) { List <int> treasureIds = GetCurMapInfo(mapId); foreach (var item in treasureIds) { LuaTable l; if (CacheZhenbaoExtConfig.TryGetValue(item, out l)) { // int groupId = t.Get<int>("pskillgroup"); int imgId = l.Get <int>("imgUrl"); int maxCount = l.Get <int>("maxSubmit"); int has = PlayerData.Instance.BagData.GetItemNumber(BagType.ITEM_BAG_TYPE_COMMON, imgId); MsgData_sZhenBaoGeList cur = GetCurMsg(item); if (cur != null) { int sendCount = GetCurMsg(item).submitNum; if (sendCount < maxCount && has > 0) { return(true); } } } } return(false); }
void OnZhenBaoGe(GameEvent ge, EventParameter parameter) { MsgData_sZhenBaoGe resp = parameter.msgParameter as MsgData_sZhenBaoGe; for (int i = 0; i < resp.list.Count; i++) { MsgData_sZhenBaoGeList tt = resp.list[i]; list[tt.id] = tt; } CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_CC_ZhenBaoGeUpdate, EventParameter.Get(resp)); }