/// <summary>
    /// 创建属性的Item
    /// </summary>
    private void GreatAttributeItem()
    {
        foreach (AdvancedSuccessItem attrItem in mPropAttributeList)
        {
            attrItem.Destroy();
        }
        mPropAttributeList.Clear();

        for (int i = 0; i < m_NextTData.getAttribute().Length; i++)
        {
            mPropAttributeList.Add(CreateNullAttriUI());
        }

        AdvancedSuccessItem ui_item = null;

        for (int i = 0; i < mPropAttributeList.Count; i++)
        {
            ui_item = mPropAttributeList[i];

            if (ui_item == null)
            {
                continue;
            }

            string type = GameUtils.GetAttriName(m_NextTData.getAttribute()[i]);

            int num_Cur;
            if (m_HeroStarLevel == 0 && m_HeroCurStage == 0)
            {
                num_Cur = 0;
            }
            else
            {
                num_Cur = m_CurTData.getValue()[i];
            }

            int num_Nex = m_NextTData.getValue()[i];
            ui_item.SetInfo(type, num_Cur.ToString(), num_Nex.ToString());
            ui_item.SetActive(true);
        }
    }
Beispiel #2
0
    /// <summary>
    /// 创建属性的Item
    /// </summary>
    private void GreatAttributeItem()
    {
        foreach (AttriItem attrItem in mPropAttributeList)
        {
            attrItem.Destroy();
        }
        mPropAttributeList.Clear();

        for (int i = 0; i < m_NextTData.getAttribute().Length + 1; i++)
        {
            mPropAttributeList.Add(CreateNullAttriUI());
        }

        AttriItem ui_item = null;

        //加战斗力属性
        ui_item = mPropAttributeList[0];
        if (ui_item != null)
        {
            bool isNoLevel = false;
            if (m_HeroData.StarLevel == 0 && m_HeroData.CurStage == 0)
            {
                isNoLevel = true;
            }
            float      num    = 0;
            GameConfig _cofig = (GameConfig)DataTemplate.GetInstance().m_GameConfig;
            for (int i = 0; i < 3; i++)
            {
                if (i == 0)
                {
                    if (isNoLevel)
                    {
                        num += _cofig.getCombat_attack_factor() * m_NextTData.getValue()[0];
                    }
                    else
                    {
                        num += _cofig.getCombat_defense_factor() * (m_NextTData.getValue()[0] - m_CurTData.getValue()[0]);
                    }
                }
                if (i == 1)
                {
                    if (isNoLevel)
                    {
                        num += _cofig.getCombat_defense_factor() * m_NextTData.getValue()[1];
                    }
                    else
                    {
                        num += _cofig.getCombat_defense_factor() * (m_NextTData.getValue()[1] - m_CurTData.getValue()[1]);
                    }
                }
                if (i == 2)
                {
                    if (isNoLevel)
                    {
                        num += _cofig.getCombat_blood_factor() * m_NextTData.getValue()[2];
                    }
                    else
                    {
                        num += _cofig.getCombat_blood_factor() * (m_NextTData.getValue()[2] - m_CurTData.getValue()[2]);
                    }
                }
            }
            //string type = GameUtils.GetAttriName();
            ui_item.SetInfo("战斗力", "+" + Math.Floor(num));
            ui_item.SetActive(true);
        }


        for (int i = 1; i < mPropAttributeList.Count; i++)
        {
            ui_item = mPropAttributeList[i];

            if (ui_item == null)
            {
                continue;
            }

            string type = GameUtils.GetAttriName(m_NextTData.getAttribute()[i - 1]);

            int num_Cur;
            if (m_HeroData.StarLevel == 0 && m_HeroData.CurStage == 0)
            {
                num_Cur = 0;
            }
            else
            {
                num_Cur = m_CurTData.getValue()[i - 1];
            }

            int num_Nex = m_NextTData.getValue()[i - 1];
            if (num_Nex - num_Cur > 0)
            {
                ui_item.SetInfo(type, "+" + (num_Nex - num_Cur).ToString());
                ui_item.SetActive(true);
            }
        }
    }