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Neos
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ec72a0d8
Commit
ec72a0d8
authored
Oct 02, 2023
by
Chunchi Che
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Merge branch 'fix/menu' into 'main'
修复进不了战阶/主2的问题 See merge request
mycard/Neos!327
parents
6f7de7c1
77d657a3
Pipeline
#23656
passed with stages
in 14 minutes and 7 seconds
Changes
1
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1
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1 changed file
with
8 additions
and
6 deletions
+8
-6
src/ui/Duel/PlayMat/Menu/index.tsx
src/ui/Duel/PlayMat/Menu/index.tsx
+8
-6
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src/ui/Duel/PlayMat/Menu/index.tsx
View file @
ec72a0d8
...
@@ -50,13 +50,13 @@ const initialPhaseBind: [
...
@@ -50,13 +50,13 @@ const initialPhaseBind: [
[
PhaseType
.
DRAW
,
"
抽卡阶段
"
,
-
1
,
true
,
true
],
[
PhaseType
.
DRAW
,
"
抽卡阶段
"
,
-
1
,
true
,
true
],
[
PhaseType
.
STANDBY
,
"
准备阶段
"
,
-
1
,
true
,
true
],
[
PhaseType
.
STANDBY
,
"
准备阶段
"
,
-
1
,
true
,
true
],
[
PhaseType
.
MAIN1
,
"
主要阶段 1
"
,
-
1
,
true
,
true
],
[
PhaseType
.
MAIN1
,
"
主要阶段 1
"
,
-
1
,
true
,
true
],
[
PhaseType
.
BATTLE
,
"
战斗阶段
"
,
6
,
true
,
tru
e
],
[
PhaseType
.
BATTLE
,
"
战斗阶段
"
,
6
,
true
,
fals
e
],
[
PhaseType
.
BATTLE_START
,
"
战斗开始
"
,
3
,
false
,
true
],
[
PhaseType
.
BATTLE_START
,
"
战斗开始
"
,
3
,
false
,
true
],
[
PhaseType
.
BATTLE_STEP
,
"
战斗步骤
"
,
3
,
false
,
true
],
[
PhaseType
.
BATTLE_STEP
,
"
战斗步骤
"
,
3
,
false
,
true
],
[
PhaseType
.
DAMAGE
,
"
伤害步骤
"
,
3
,
false
,
true
],
[
PhaseType
.
DAMAGE
,
"
伤害步骤
"
,
3
,
false
,
true
],
[
PhaseType
.
DAMAGE_GAL
,
"
伤害步骤(伤害计算)
"
,
3
,
false
,
true
],
[
PhaseType
.
DAMAGE_GAL
,
"
伤害步骤(伤害计算)
"
,
3
,
false
,
true
],
[
PhaseType
.
MAIN2
,
"
主要阶段 2
"
,
2
,
true
,
tru
e
],
[
PhaseType
.
MAIN2
,
"
主要阶段 2
"
,
2
,
true
,
fals
e
],
[
PhaseType
.
END
,
"
结束阶段
"
,
7
,
true
,
tru
e
],
[
PhaseType
.
END
,
"
结束阶段
"
,
7
,
true
,
fals
e
],
[
PhaseType
.
UNKNOWN
,
"
未知阶段
"
,
-
1
,
false
,
true
],
[
PhaseType
.
UNKNOWN
,
"
未知阶段
"
,
-
1
,
false
,
true
],
];
];
...
@@ -82,14 +82,16 @@ export const Menu = () => {
...
@@ -82,14 +82,16 @@ export const Menu = () => {
setPhaseBind
((
prev
)
=>
{
setPhaseBind
((
prev
)
=>
{
const
newItems
=
[...
prev
];
const
newItems
=
[...
prev
];
// FIXME: 由于不断有玩家反馈说进不了战阶和主2,修改几次实现都解决不了问题,
// 因此这里不进行限制。当存在无法进入战阶的自肃时,由后端(srvpro)判断
for
(
const
item
of
newItems
)
{
for
(
const
item
of
newItems
)
{
const
[
phase
,
,
,
,]
=
item
;
const
[
phase
,
,
,
,]
=
item
;
if
(
phase
===
PhaseType
.
BATTLE
)
{
if
(
phase
===
PhaseType
.
BATTLE
)
{
item
[
4
]
=
!
enableBp
;
//
item[4] = !enableBp;
}
else
if
(
phase
===
PhaseType
.
MAIN2
)
{
}
else
if
(
phase
===
PhaseType
.
MAIN2
)
{
item
[
4
]
=
!
enableM2
;
//
item[4] = !enableM2;
}
else
if
(
phase
===
PhaseType
.
END
)
{
}
else
if
(
phase
===
PhaseType
.
END
)
{
item
[
4
]
=
!
enableEp
;
//
item[4] = !enableEp;
item
[
2
]
=
endResponse
;
item
[
2
]
=
endResponse
;
}
}
}
}
...
...
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