Beispiel #1
0
        /// <summary>
        /// 开局前刷新对手信息,没有箭头,适用于对战或挑战的匹配前,匹配后
        /// </summary>
        public void RefreshRivalInfoBeforeRound(float countDown)
        {
            if (CommonData.RivalUser == null)
            {
                Debug.LogError("此时不能没有RivalUser");
                return;
            }

            GrpRealFighting.SetActive(true);
            GrpPushLevel.SetActive(false);
            GrpBeforeMatch.SetActive(false);

            LblRivalNickname.text   = CommonData.RivalUser.Nickname;
            LblRivalLevel.text      = CommonData.RivalUser.Level.ToString(CultureInfo.InvariantCulture);
            LblHealth.text          = CommonData.RivalUser.RoundInitHealth.ToString(CultureInfo.InvariantCulture);
            LblEnergyCapacity.text  = CommonData.RivalUser.EnergyCapacity.ToString(CultureInfo.InvariantCulture);
            LblRivalReputation.text = "积分:";//TODO:User没有这个信息
            LblRivalGlobalRank.text = "全球排名:";

            foreach (var character in RivalCharacterList)
            {
                character.ClearToEmpty();
                character.gameObject.SetActive(false);
            }
            RivalSingleCharacter.gameObject.SetActive(true);
            RivalSingleCharacter.CharacterCode = CommonData.RivalUser.CharacterCode;
            RivalSingleCharacter.Refresh();

            BtnCancelMatch.isEnabled = false;

            StartCoroutine(CountDown(countDown));
        }
Beispiel #2
0
        /// <summary>
        /// 匹配前
        /// </summary>
        public void RefreshBeforeMatch()
        {
            LblMatching.text = string.Format("正在匹配对手\n今日还剩{0}次挑战次数", Random.Range(1, 21));

            GrpRealFighting.SetActive(true);
            GrpBeforeMatch.SetActive(true);
            GrpPushLevel.SetActive(false);

            //2.刷新对手信息
            LblRivalNickname.text   = null;
            LblRivalLevel.text      = null;
            LblHealth.text          = null;
            LblEnergyCapacity.text  = null;
            LblRivalReputation.text = null;
            LblRivalGlobalRank.text = null;
            RivalSingleCharacter.ClearToEmpty();
            //ArrowRivalReputation.SetActive(false);
            //ArrowRivalGlobalRank.SetActive(false);

            //3.WaitHint
            var waitHintTextConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.WaitHintTextConfig) as WaitHintTextConfig;

            if (waitHintTextConfig != null && waitHintTextConfig.HintList != null && waitHintTextConfig.HintList.Count > 0)
            {
                LblWaitHint.text = waitHintTextConfig.HintList[Random.Range(0, waitHintTextConfig.HintList.Count)];
            }
            else
            {
                LblWaitHint.text = null;
            }

            //4.按钮
            BtnReturn.SetActive(false);
            BtnNewMatch.gameObject.SetActive(false);
            BtnReMatch.gameObject.SetActive(false);

            LblButton.text           = "取消匹配";
            BtnCancelMatch.isEnabled = true;

            //5.技能栏
            SkillIconTemplate.SetActive(false);
        }
Beispiel #3
0
        /// <summary>
        /// 挑战局,匹配后状态,之前没调用过ResetAndRefreshMyInfo()所以不用再刷新别的东西
        /// </summary>
        public void RefreshBeforeChallenge()
        {
            //0.切换用途
            GrpPushLevel.SetActive(true);
            GrpRealFighting.SetActive(false);

            //1.刷新我的信息

            //2.刷新敌人信息
            if (GameData.RivalBossData != null)
            {
                if (GameData.RivalBossData == null)
                {
                    Debug.LogError("没有对方Boss数据");
                }
                else
                {
                    LblRivalNickname.text = GameData.RivalBossData.Nickname;
                    if (GameData.FellowDataList == null || GameData.FellowDataList.Count == 0)
                    {
                        foreach (var character in RivalCharacterList)
                        {
                            character.ClearToEmpty();
                            character.gameObject.SetActive(false);
                        }
                        RivalSingleCharacter.gameObject.SetActive(true);
                        RivalSingleCharacter.CharacterCode = GameData.RivalBossData.Character;
                        RivalSingleCharacter.Refresh();
                        RivalSingleCharacter.WearEquip(GameData.RivalBossData.WearEquipList);
                    }
                    else
                    {
                        RivalSingleCharacter.ClearToEmpty();
                        RivalSingleCharacter.gameObject.SetActive(false);
                        for (int i = 0; i < RivalCharacterList.Length; i++)
                        {
                            var character = RivalCharacterList[i];
                            if (i == 0)
                            {
                                character.gameObject.SetActive(true);
                                character.CharacterCode = GameData.RivalBossData.Character;
                                character.Refresh();
                                character.WearEquip(GameData.RivalBossData.WearEquipList);
                            }
                            else
                            {
                                if (i - 1 < GameData.FellowDataList.Count)
                                {
                                    character.gameObject.SetActive(true);
                                    character.CharacterCode = GameData.FellowDataList[i - 1].Character;
                                    character.Refresh();
                                }
                                else
                                {
                                    character.ClearToEmpty();
                                }
                            }
                        }
                    }
                }

                //3.拥有技能
                var skillCodeList  = new List <SkillEnum>();
                var skillLevelList = new List <int>();
                foreach (var useSkillEvent in GameData.RivalBossData.SkillEventList)
                {
                    if (!skillCodeList.Contains((SkillEnum)useSkillEvent.SkillCode))
                    {
                        skillCodeList.Add((SkillEnum)useSkillEvent.SkillCode);
                        skillLevelList.Add(useSkillEvent.SkillLevel);
                    }
                }
                RefreshSkillGrid(skillCodeList, skillLevelList);
            }

            if (GameData.LastSubLevelData.CanTeam)
            {
                GrpCanTeam.SetActive(true);
                GrpCannotTeam.SetActive(false);

                RefreshReinforce();//刷新增援信息
            }
            else
            {
                GrpCannotTeam.SetActive(true);
                GrpCanTeam.SetActive(false);
            }
        }