diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs index c5219f72..796d14e7 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs @@ -304,6 +304,7 @@ namespace GameLogic // 贡献期间增加的分 if (DataGameSceneManager.Instance.isLiShiShiJian) { + Log.Debug("?!"); unitPlayerData.m_GongXianScore += (int)(giftConfig.AddGiftScore * num * m_ScoreScale); } diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs index f5175cc9..62766b79 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs @@ -444,12 +444,14 @@ namespace GameLogic if (teamId != 1) { - + // 我想先把他身上的回调取消掉怎么整? if (m_LishiId != -1) { GameModule.Timer.RemoveTimer(m_LishiId); + // 上一个的失败 + teamId--; Log.Debug("历史事件失败。。。"); @@ -498,8 +500,12 @@ namespace GameLogic DataGameSceneManager.Instance.sjDatas.Clear(); // 清空数据 DataGameSceneManager.Instance.m_LiShiShiJianLikeCount = 0; + + + teamId++; } + // 先播放视频 string videoName = "Scene_" + (teamId);