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@ -451,21 +451,7 @@ public class WeaponManager : Singleton<WeaponManager> |
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List<string> nodesMark = new List<string>(); |
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List<string> nodesColor = new List<string>(); |
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string result = ""; |
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switch (level) |
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{ |
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case Name.WeaponNodeLevel.Basic: |
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resultSet = Name.WeaponNodeFunction.PlayerBasicResultSet; |
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break; |
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case Name.WeaponNodeLevel.Elementary: |
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resultSet = Name.WeaponNodeFunction.PlayerElementaryResultSet; |
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break; |
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case Name.WeaponNodeLevel.Intermediate: |
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resultSet = Name.WeaponNodeFunction.PlayerIntermediateResultSet; |
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break; |
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case Name.WeaponNodeLevel.Advanced: |
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resultSet = Name.WeaponNodeFunction.PlayerAdvancedResultSet; |
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break; |
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} |
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resultSet = Name.WeaponNodeFunction.PlayerBasicAddScoreResultSet; |
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string resultValue = ""; |
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conditionValue = getConditionValueWithLevel(level, ref condition, ref nodesMark, ref nodesColor); |
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checkResultSetRationality(ref resultSet, condition); |
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@ -1399,7 +1385,7 @@ public class WeaponManager : Singleton<WeaponManager> |
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switch (rarity) |
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{ |
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case Name.WeaponNodeLevel.Basic: |
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if (levelDiff == 0) |
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if (levelDiff == 0|| levelDiff ==-1) |
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{ |
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newRarity = Name.WeaponNodeLevel.Basic; |
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}else if (levelDiff == 1) |
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@ -1416,6 +1402,10 @@ public class WeaponManager : Singleton<WeaponManager> |
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{ |
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newRarity = Name.WeaponNodeLevel.Intermediate; |
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} |
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else if (levelDiff == -1) |
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{ |
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newRarity = Name.WeaponNodeLevel.Basic; |
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} |
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break; |
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case Name.WeaponNodeLevel.Intermediate: |
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if (levelDiff == 0) |
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@ -1426,9 +1416,17 @@ public class WeaponManager : Singleton<WeaponManager> |
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{ |
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newRarity = Name.WeaponNodeLevel.Advanced; |
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} |
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else if (levelDiff == -1) |
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{ |
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newRarity = Name.WeaponNodeLevel.Elementary; |
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} |
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break; |
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case Name.WeaponNodeLevel.Advanced: |
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newRarity = Name.WeaponNodeLevel.Advanced; |
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newRarity = Name.WeaponNodeLevel.Advanced; |
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if (levelDiff == -1) |
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{ |
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newRarity = Name.WeaponNodeLevel.Intermediate; |
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} |
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break; |
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} |
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return newRarity; |
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