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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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+using System.Linq;
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using UnityEngine;
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using UnityEngine;
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public class WeaponPartView : MonoBehaviour
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public class WeaponPartView : MonoBehaviour
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@@ -56,20 +57,22 @@ public class WeaponPartView : MonoBehaviour
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InitPart();
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InitPart();
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List<int> partTypeList = new List<int>();//可以显示的枪的部件类型
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List<int> partTypeList = new List<int>();//可以显示的枪的部件类型
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int hologramPartType = 0;//要显示全息投影的枪的部件
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int hologramPartType = 0;//要显示全息投影的枪的部件
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- int curWeaponLv = SSTRGame.PlayerRuntimeData.Instance.GetWeaponAttributeSumLevel(weaponID);
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+ //int curWeaponLv = SSTRGame.PlayerRuntimeData.Instance.GetWeaponAttributeSumLevel(weaponID);
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+ var attributeLevels = SSTRGame.PlayerRuntimeData.Instance.GetWeaponAttributeLevels(weaponID);
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var weaponParts = DataManager.Instance.csvData.WeaponPart;
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var weaponParts = DataManager.Instance.csvData.WeaponPart;
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for (int i = 0; i < weaponParts.Count; ++i)
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for (int i = 0; i < weaponParts.Count; ++i)
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{
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{
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if (weaponParts[i].weaponID == weaponID)
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if (weaponParts[i].weaponID == weaponID)
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{
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{
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- if (curWeaponLv >= weaponParts[i].equipLevel)
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+ // if (curWeaponLv >= weaponParts[i].equipLevel)
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+ if (attributeLevels.Contains(weaponParts[i].equipLevel - 1))
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{
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{
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partTypeList.Add(weaponParts[i].partType);
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partTypeList.Add(weaponParts[i].partType);
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}
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}
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- if (curWeaponLv + 1 == weaponParts[i].equipLevel)
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- {
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- hologramPartType = weaponParts[i].partType;
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- }
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+ // if (curWeaponLv + 1 == weaponParts[i].equipLevel)
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+ // {
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+ // hologramPartType = weaponParts[i].partType;
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+ // }
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}
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}
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}
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}
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for (int i = 0; i < parts.Length; ++i)
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for (int i = 0; i < parts.Length; ++i)
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