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@@ -143,18 +143,19 @@ namespace GameLogic.Equipment
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/// <summary>
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/// <summary>
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/// 一键穿职业装备
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/// 一键穿职业装备
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- /// 把对应职业,对应部位的,最好的装备找出来
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+ /// 把对应职业,对应部位的,最好的装备找出来 牵肠挂肚
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/// </summary>
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/// </summary>
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/// <param name="zy"></param>
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/// <param name="zy"></param>
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/// <returns>true = 有装备变动 </returns>
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/// <returns>true = 有装备变动 </returns>
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public bool EquipZyEqs(int zy)
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public bool EquipZyEqs(int zy)
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{
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{
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+ bool changed = false;
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if (zyEqDic.TryGetValue(zy, out var bwDic))
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if (zyEqDic.TryGetValue(zy, out var bwDic))
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{
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{
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foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
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foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
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{
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{
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ItemInfo bestBwEq = null;
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ItemInfo bestBwEq = null;
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- //遍历完成后,可以把这个部位最好的装备找到
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+ //遍历完成后,可以把这个部位最好的装备找到 称谓 安慰 琐碎 栩栩如生 浮想联翩 囫囵吞枣
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foreach (ItemInfo bwItem in keyValuePair.Value)
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foreach (ItemInfo bwItem in keyValuePair.Value)
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{
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{
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// bwItem.eqInfo.isEquip = false;
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// bwItem.eqInfo.isEquip = false;
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@@ -174,7 +175,12 @@ namespace GameLogic.Equipment
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if (bestBwEq != null)
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if (bestBwEq != null)
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{
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{
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- return AddToCurEquip(bestBwEq);
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+ bool b = AddToCurEquip(bestBwEq);
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+
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+ if (!changed)
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+ {
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+ changed = b;
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+ }
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// bestBwEq.eqInfo.isEquip = true;
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// bestBwEq.eqInfo.isEquip = true;
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// if (equipZyEqDic.TryGetValue(zy, out var eqList))
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// if (equipZyEqDic.TryGetValue(zy, out var eqList))
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// {
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// {
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@@ -217,7 +223,7 @@ namespace GameLogic.Equipment
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}
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}
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}
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}
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- return false;
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+ return changed;
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}
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}
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