Beispiel #1
0
 /// <summary>
 /// 获取需要的碎片及拥有数量。
 /// </summary>
 private void GetFragment()
 {
     //获取升级需要的资源。
     buildingM.GetUpStarNeed(m_Info.BuildType, m_Info.StarLevel + 1, ref m_NeedFragment, ref m_NeedCoin);
     m_HaveFragment = ItemDC.GetItemCount(m_Info.fragmentTypeID);//当前灵魂石
     m_haveCoin     = UserDC.GetCoin();
 }
Beispiel #2
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 public void SetData(ItemTypeInfo info, BeiBaoWnd wnd)
 {
     m_parent    = wnd;
     m_ItemInfo  = info;
     m_itemcount = ItemDC.GetItemCount(m_ItemInfo.itemType);
     SetUI();
 }
Beispiel #3
0
    /// <summary>
    /// 陷阱能否升星.
    /// </summary>
    /// <returns>The can up star.</returns>
    /// <param name="Info">Info.</param>
    public static CanStarResult GetCanUpStar(BuildInfo Info)
    {
        if (Info.StarLevel == 5)
        {
            return(CanStarResult.StarMax);
        }

        int NeedCoin        = 0;
        int HaveCoin        = 0;
        int NeedFragmentNum = 0;

        GetUpStarNeed(Info.BuildType, Info.StarLevel + 1, ref NeedFragmentNum, ref NeedCoin);

        int HaveFragmentNum = ItemDC.GetItemCount(Info.fragmentTypeID);        //当前灵魂石

        HaveCoin = UserDC.GetCoin();



        if (HaveCoin < NeedCoin)
        {
            return(CanStarResult.LessCoin);
        }

        if (HaveFragmentNum < NeedFragmentNum)
        {
            return(CanStarResult.LessMater);
        }

        return(CanStarResult.CanUp);
    }
Beispiel #4
0
    void ClickDown(Vector3 pos)
    {
        sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(m_iItemID);
        if (Info != null)
        {
            string Name        = Info.name;
            int    Level       = Info.level;
            string Description = Info.title.Replace("\\n", System.Environment.NewLine);
            int    Money       = Info.money;
            int    HaveCount   = ItemDC.GetItemCount(m_iItemID);

            m_wnd = WndManager.GetDialog <StageTipWnd>();
            if (Info.gtype == 0)
            {
                m_wnd.SetTipData(pos, StageClickType.Item, Info.icon, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype);
            }
            else if (Info.gtype == 1)
            {
                m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype);
            }
            if (Info.gtype == 2)
            {
                m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype);
            }
            if (Info.gtype == 3)
            {
                m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype);
            }
        }
    }
Beispiel #5
0
    /// <summary>
    /// 检测装备是否大等于某个数量
    /// </summary>
    /// <returns></returns>
    public static bool CheckEquipEnough(int itemTypeID, int count, ref List <int> listUsedItem)
    {
        int totalCount = ItemDC.GetItemCount(itemTypeID);
        int countUsed  = listUsedItem.Count;

        if (totalCount > 0)
        {
            int nCnt = 0;
            for (nCnt = 0; nCnt < countUsed; nCnt++)
            {
                if (listUsedItem[nCnt] == itemTypeID)
                {
                    totalCount--;
                    if (totalCount == 0)
                    {
                        break;
                    }
                }
            }
            for (nCnt = 0; nCnt < count; nCnt++)
            {
                listUsedItem.Add(itemTypeID);
            }
        }
        return(totalCount >= count);
    }
Beispiel #6
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    /// <summary>
    /// 设置装备数量UI
    /// </summary>
    private void SetEquipCountUI()
    {
        int    count     = ItemDC.GetItemCount(m_iItemTypeID);
        string countText = string.Format("[FF7E14]" + NGUIUtil.GetStringByKey("88800040") + "[-][9C4314]{0}[-][FF7E14]" + NGUIUtil.GetStringByKey("88800037") + "[-]", count);

        NGUIUtil.SetActive(MyHead.LblFuMo.gameObject, true);
        NGUIUtil.SetLableText <string>(MyHead.LblFuMo, countText);
    }
Beispiel #7
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    /// <summary>
    /// 返回物品的数量
    /// </summary>
    public static int GetItemCount(s_signinInfo info)
    {
        int result            = 0;
        int id                = info.item_type;
        SignInRewardType type = (SignInRewardType)info.reward_type;

        switch (type)
        {
        case SignInRewardType.BlackScience:
            CaptionInfo cInfo = new CaptionInfo();
            GodSkillM.GetCaption(id, ref cInfo);
            if (cInfo.m_captionid > 0)
            {
                result = 1;
            }
            break;

        case SignInRewardType.HeroSoulFragment:
        case SignInRewardType.ItemAndEquip:
        case SignInRewardType.TrapFragment:
        case SignInRewardType.BlackScienceFragment:
            result = ItemDC.GetItemCount(id);
            break;

        case SignInRewardType.Hero:
            SoldierInfo info2 = SoldierM.GetSoldierInfo(id);
            if (info2 != null)
            {
                result = 1;
            }
            break;

        case SignInRewardType.Trap:
            BuildInfo info3 = buildingM.GetStartBuildInfo(id);
            if (info3 != null)
            {
                result = 1;
            }
            break;

        case SignInRewardType.GoldCoin:    //下面内容策划待定
            result = UserDC.GetCoin();
            break;

        case SignInRewardType.Diamond:
            result = UserDC.GetDiamond();
            break;

        case SignInRewardType.Crystal:
            result = UserDC.GetCrystal();
            break;

        case SignInRewardType.Wood:
            result = UserDC.GetWood();
            break;
        }
        return(result);
    }
Beispiel #8
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    void SetUI(ref List <int> listUsedItem)
    {
        s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID);

        if (info != null)
        {
            NGUIUtil.Set2DSprite(Spr2dEquipIcon, "Textures/item/", info.icon.ToString());
            int quality = ConfigM.GetBigQuality(info.quality);
            NGUIUtil.SetSprite(SprEquipQuality, quality.ToString());
        }
        else
        {
            NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!");
            return;
        }
        //设置装备总数量和合成所需的数量
        int totalCount = ItemDC.GetItemCount(m_itemTypeID);
        int countUsed  = listUsedItem.Count;

        if (totalCount > 0)
        {
            int nCountTemp = totalCount;
            int nCnt       = 0;
            for (nCnt = 0; nCnt < countUsed; nCnt++)
            {
                if (listUsedItem[nCnt] == m_itemTypeID)
                {
                    nCountTemp--;
                    if (nCountTemp == 0)
                    {
                        break;
                    }
                }
            }
            for (nCnt = 0; nCnt < m_iNeedNum; nCnt++)
            {
                listUsedItem.Add(m_itemTypeID);
            }
            if (nCountTemp < m_iNeedNum)
            {
                totalCount = nCountTemp;
            }
        }
        string numText = "";

        if (totalCount >= m_iNeedNum)
        {
            numText = string.Format("[FFFFFF]{0}/{1}[-]", totalCount, m_iNeedNum);
        }
        else
        {
            numText = string.Format("[FF0000]{0}/{1}[-]", totalCount, m_iNeedNum);
        }
        NGUIUtil.SetLableText <string>(LblNum, numText);
    }
Beispiel #9
0
 private void SetUserData()
 {
     if (m_CurItem != null)
     {
         int bookcount = ItemDC.GetItemCount(m_CurItem.Godskill.m_needbook);
         MyHead.lblScroll.text = bookcount.ToString();
     }
     else
     {
         MyHead.lblScroll.text = "0";
     }
 }
Beispiel #10
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    private void SetUI()
    {
        NGUIUtil.Set2DSprite(MyHead.SprType, "Textures/item/", m_info.m_Icon.ToString());
        if (MyHead.LblName)
        {
            MyHead.LblName.text = m_info.m_Name;
        }
        if (MyHead.LblCount)
        {
            int Count = ItemDC.GetItemCount(m_info.itemType);
            MyHead.LblCount.text = string.Format("[552d0a]" + NGUIUtil.GetStringByKey("88800040") + "[-][0000FF]{0}[-][552d0a]" + NGUIUtil.GetStringByKey("88800037") + "[-]", Count);
        }

        if (MyHead.LblDescription1)
        {
            MyHead.LblDescription1.text = m_info.m_title;
        }
        if (MyHead.LblDescription2)
        {
            if (m_info.m_message != "0")
            {
                MyHead.LblDescription2.text = m_info.m_message;
            }
            else
            {
                MyHead.LblDescription2.text = "";
            }
        }
        if (MyHead.LblPrice)
        {
            MyHead.LblPrice.text = m_info.m_sellemoney.ToString();
        }
        //http://jingyan.baidu.com/article/5552ef47d82a90518ffbc914.html
        if (MyHead.AnchorBg != null)
        {
            BeiBaoWnd wnd = WndManager.FindDialog <BeiBaoWnd>();
            if (wnd != null)
            {
                Transform target = wnd.MyHead.AnchorTarget;
                if (target != null)
                {
                    MyHead.AnchorBg.SetAnchor(target);
                    MyHead.AnchorBg.leftAnchor.absolute   = -390;
                    MyHead.AnchorBg.rightAnchor.relative  = 0;
                    MyHead.AnchorBg.rightAnchor.absolute  = 6;
                    MyHead.AnchorBg.bottomAnchor.absolute = -7;
                    MyHead.AnchorBg.topAnchor.absolute    = 9;
                }
            }
        }
    }
Beispiel #11
0
    public void UpStar()
    {
        if (MyHead.togUpStar.value)
        {
            MyHead.UpStar.SetActive(true);
            MyHead.UpLevel.SetActive(false);

            MyHead.BtnUpStar.gameObject.SetActive(true);
            MyHead.btnUp.gameObject.SetActive(false);
            MyHead.LblNextName.text = NGUIUtil.GetStringByKey(70000115);
            //MyHead.BtnUpStar.isEnabled = false;
            if (m_CurItem != null)
            {
                m_CurItem.ResetUI();

                MyHead.LblStarName.text = "[71fff0]" + m_CurItem.Godskill.m_name + "[-]";
                MyHead.lblName.text     = "";
                MyHead.lblExplain.text  = string.Format("[552d0a]" + m_CurItem.Godskill.m_stardescription + "[-]");

                int bookcount = ItemDC.GetItemCount(m_CurItem.Godskill.m_needbook);
                if (m_CurItem.Godskill.m_needbooknum == 0 && m_CurItem.m_caption.m_star == 5)
                {
                    MyHead.lblScrollNum.text      = NGUIUtil.GetStringByKey(10000085);
                    MyHead.SprProgress.fillAmount = 1.0f;
                }
                else
                {
                    MyHead.lblScrollNum.text      = bookcount + "/" + m_CurItem.Godskill.m_needbooknum;
                    MyHead.SprProgress.fillAmount = bookcount * 1.0f / m_CurItem.Godskill.m_needbooknum;
                }

                GodSkillInfo nextInfo = new GodSkillInfo();

                GodSkillM.GetGodSkill(m_CurItem.Godskill.m_type, m_CurItem.Godskill.m_level, m_CurItem.m_caption.m_star + 1, ref nextInfo);
                if (m_CurItem.m_caption.m_star == 5)
                {
                    MyHead.NextStarDes.text = string.Format("[552d0a]" + NGUIUtil.GetStringByKey(10000085) + "[-]");
                }
                else if (nextInfo != null && nextInfo.m_stardescription != null)
                {
                    MyHead.NextStarDes.text = string.Format("[552d0a]" + nextInfo.m_stardescription + "[-]");
                }

                SetTrapStarLevel(m_CurItem.m_caption.m_star);
                m_CurItem.CheckUp();
                //				MyHead.BtnUpStar.isEnabled = m_CurItem.CheckStarTop();
                UIGrid grid = MyHead.StarParent.GetComponent <UIGrid>();
                grid.repositionNow = true;
            }
        }
    }
Beispiel #12
0
    /// <summary>
    /// 陷阱能否升阶.
    /// </summary>
    /// <returns>The quality can U.</returns>
    /// <param name="info">Info.</param>
    public static CanQualityResult GetQualityCanUP(BuildInfo info)
    {
        int NextQuality = ConfigM.GetNextQuality(info.Quality);

        if (NextQuality == info.Quality)
        {
            return(CanQualityResult.QualityMax);
        }

        int LimitLev = 0;

        Dictionary <int, int> lNeedMaterial = new Dictionary <int, int>();
        Dictionary <int, int> lhaveFragment = new Dictionary <int, int> ();

        buildingM.GetUpQualityNeed(info.BuildType, info.Quality, ref lNeedMaterial, ref LimitLev);
        if (info.Level < LimitLev)
        {
            return(CanQualityResult.LevelLimit);
        }

        if (lNeedMaterial.Count == 0 && info.Quality == NextQuality)
        {
            return(CanQualityResult.QualityMax);
        }

        foreach (int itemtype in lNeedMaterial.Keys)
        {
            if (lNeedMaterial[itemtype] == 0 && info.Quality == NextQuality)
            {
                return(CanQualityResult.QualityMax);
            }
        }

        //获取已有的资源。
        List <int> litemType = new List <int>();

        foreach (int itemtype in lNeedMaterial.Keys)
        {
            litemType.Add(itemtype);
        }
        ItemDC.GetItemCount(litemType, ref lhaveFragment);

        foreach (int itemtype in lNeedMaterial.Keys)
        {
            if (lhaveFragment[itemtype] < lNeedMaterial[itemtype])
            {
                return(CanQualityResult.MaterialLimit);
            }
        }
        return(CanQualityResult.CanUp);
    }
Beispiel #13
0
    public static bool CheckStarUp(CaptionInfo info)
    {
        GodSkillInfo Godskill  = info.GetGodSkillInfo();
        int          bookcount = ItemDC.GetItemCount(Godskill.m_needbook);

        if (UserDC.GetLevel() >= info.m_levelneed && Godskill.m_needbooknum > 0 && bookcount >= Godskill.m_needbooknum)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
Beispiel #14
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    /// <summary>
    /// 检测装备是否存在且符合穿的条件
    /// </summary>
    /// <returns></returns>
    public bool CheckEquipExist()
    {
        m_wndType = 3;
        SetWndType();
        s_itemtypeInfo info = ItemM.GetItemInfo(m_iItemTypeID);

        if (ItemDC.GetItemCount(m_iItemTypeID) > 0 && m_soldierInfo.Level >= info.level)
        {
            MyHead.BtnSure.isEnabled = true;
            return(true);
        }
        MyHead.BtnSure.isEnabled = false;
        return(false);
    }
Beispiel #15
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 public void SetInfo(int itemID)
 {
     m_stageClickType = StageClickType.Item;
     sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(itemID);
     if (Info != null)
     {
         TipID       = itemID;
         Name        = Info.name;
         Level       = Info.level;
         Description = Info.title;
         Money       = Info.money;
         HaveCount   = ItemDC.GetItemCount(itemID);
         Quality     = Info.quality;
     }
 }
Beispiel #16
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    /// <summary>
    /// 获取需要的碎片及拥有数量。
    /// </summary>
    private void GetFragment()
    {
        int LimitLev = 0;

        buildingM.GetUpQualityNeed(m_Info.BuildType, m_Info.Quality, ref m_lNeedMaterial, ref LimitLev);

        //获取已有的资源。
        List <int> litemType = new List <int>();

        foreach (int itemtype in m_lNeedMaterial.Keys)
        {
            litemType.Add(itemtype);
        }
        ItemDC.GetItemCount(litemType, ref m_lhaveFragment);
    }
Beispiel #17
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    public static void SortCanNotExitBuildList(ref List <BuildInfo> list)
    {
        list.Sort((obj1, obj2) => {
            int have1 = ItemDC.GetItemCount(obj1.fragmentTypeID);
            int have2 = ItemDC.GetItemCount(obj2.fragmentTypeID);
            int ret   = have1.CompareTo(have2);
            if (ret != 0)
            {
                return(ret);
            }

            return(obj2.fragmentTypeID.CompareTo(obj1.fragmentTypeID));
        }
                  );

        list.Reverse();
    }
Beispiel #18
0
    private void SetUI()
    {
        if (ItemType == 1)
        {
            NGUIUtil.SetActive(MyHead.LblLevelNum.gameObject, true);
            NGUIUtil.SetActive(MyHead.GroupNumPercentage, false);
            NGUIUtil.Set2DSprite(MyHead.sprHead, "Textures/role/", m_caption.m_captionid.ToString());
        }
        else if (ItemType == 0)
        {
            NGUIUtil.SetActive(MyHead.LblLevelNum.gameObject, false);
            NGUIUtil.SetActive(MyHead.lblLevelneed.gameObject, false);
            NGUIUtil.SetActive(MyHead.GroupNumPercentage, true);
            NGUIUtil.Set2DSpriteGraySV(MyHead.sprHead, "Textures/role/", m_caption.m_captionid.ToString());
            int itemtype = Godskill.m_needbook;
            m_iHave = ItemDC.GetItemCount(itemtype);
            m_iNeed = GodSkillM.GetCaptainNeedBookNum(m_caption.m_captionid);
            float fillAmount = m_iHave / (m_iNeed * 1.0f);
            NGUIUtil.SetSpriteFillAmount(MyHead.SprNumPercentage, fillAmount);
            SetSummonNum(m_iHave, m_iNeed);
        }

        gameObject.name = m_caption.m_captionid.ToString();

        if (MyHead.lblName)
        {
            MyHead.lblName.text = m_caption.m_GodSkill[m_caption.m_godskilltype1].m_name;
        }
        MyHead.sprCanUse.gameObject.SetActive(false);
        if (UserDC.GetLevel() < m_caption.m_levelneed)
        {
            MyHead.lblLevelneed.text           = string.Format(NGUIUtil.GetStringByKey("60000004"), m_caption.m_levelneed.ToString());
            MyHead.toggle.activeSprite.enabled = false;
            MyHead.LblLevelNum.gameObject.SetActive(false);
            MyHead.SprStarparent.SetActive(false);
            SetStarLevel(0);
        }
        else
        {
            CheckUp();
            SetStarLevel(m_caption.m_star);
        }
        MyHead.LblLevelNum.text = Godskill.m_level.ToString();
    }
Beispiel #19
0
    private void ShowLblItemCount()
    {
        if (m_wndType == 1)
        {
            int    count     = ItemDC.GetItemCount(m_itemInfo.id);
            string countText = string.Format("[FF7E14]" + NGUIUtil.GetStringByKey("88800040") + "[-][9C4314]{0}[-][FF7E14]" + NGUIUtil.GetStringByKey("88800037") + "[-]", count);
            MyHead.LblItemAmount.text = countText;
        }
        else if (m_wndType == 2 && m_soldierInfo != null)
        {
            int NeedNum  = 0;
            int NeedCoin = 0;
            SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel + 1, ref NeedNum, ref NeedCoin);
            int Have = m_soldierInfo.GetHaveFragmentNum();            //当前灵魂石
            MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString();
        }
        else if (m_wndType == 3 && m_soldierInfo != null)
        {
            int NeedNum  = 0;
            int NeedCoin = 0;
            SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel, ref NeedNum, ref NeedCoin);
            int Have = m_soldierInfo.GetHaveFragmentNum();            //当前灵魂石
            MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString();
        }
        else if (m_wndType == 4 && m_buildInfo != null)
        {
            int iCoin   = 0;
            int NeedNum = 0;

            buildingM.GetUpStarNeed(m_buildInfo.BuildType, m_buildInfo.StarLevel + 1, ref NeedNum, ref iCoin);
            int Have = ItemDC.GetItemCount(m_buildInfo.fragmentTypeID);
            MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString();
        }
        else if (m_wndType == 5 && m_buildInfo != null)
        {
            int iCoin   = 0;
            int NeedNum = 0;

            buildingM.GetUpStarNeed(m_buildInfo.BuildType, m_buildInfo.StarLevel, ref NeedNum, ref iCoin);
            int Have = ItemDC.GetItemCount(m_buildInfo.fragmentTypeID);
            MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString();
        }
    }
Beispiel #20
0
    /// <summary>
    /// 获取有碎片(尚未召唤)黑科技
    /// </summary>
    public static void GetHaveFragmentBS(ref List <CaptionInfo> l)
    {
        if (l == null)
        {
            l = new List <CaptionInfo>();
        }
        l.Clear();

        l = GodSkillM.GetCaptions();
        for (int i = l.Count - 1; i >= 0; i--)
        {
            CaptionInfo info     = l[i];
            int         itemtype = info.GetGodSkillInfo().m_needbook;
            int         have     = ItemDC.GetItemCount(itemtype);
            if (CheckHaveBS(info.m_captionid) || have == 0)
            {
                l.RemoveAt(i);
            }
        }
    }
Beispiel #21
0
    private void SetUI()
    {
        if (m_Info != null)
        {
            SetNameLevel(m_Info.m_name, m_Info.Quality);
            SetTrapLevel(m_Info.Level);
            NGUIUtil.SetStarLevelNum(MyHead.StarSprites, m_Info.StarLevel);

            SetTrapPhoto(m_Info.BuildType);


            NGUIUtil.SetTrapTypeIcon(MyHead.SprRoleType, m_Info.m_RoomKind);

            NGUIUtil.Set2DSprite(MyHead.Shape, "Textures/shape/", "shape1");
            NGUIUtil.SetLableText(MyHead.LblDefanAt, string.Format("[FFFFFF]{0}[-]", m_Info.m_DefensePower));

            ShowRedPot(m_ItemType == 1);

            int NeedNum  = 0;
            int NeedCoin = 0;
            buildingM.GetUpStarNeed(m_Info.BuildType, m_Info.StarLevel, ref NeedNum, ref NeedCoin);
            int Have = ItemDC.GetItemCount(m_Info.fragmentTypeID);            //当前灵魂石
            SetPercentageNum(Have, NeedNum);
        }
        if (m_TrapState == TrapState.Exit)
        {
            MyHead.GoUnDeder.SetActive(m_ItemType == 1);
            MyHead.GoNotExit.SetActive(false);
            MyHead.StarListParent.SetActive(true);
        }
        else
        {
            MyHead.GoUnDeder.SetActive(false);
            MyHead.GoNotExit.SetActive(true);
            MyHead.StarListParent.SetActive(false);
            ShowRedPot(false);
        }
    }
Beispiel #22
0
    /// <summary>
    /// 检测背包中是否已经大等于列表中的全部物品
    /// </summary>
    public static bool CheckItemsEnough(List <KeyValue> lNeedItemsIdNum)
    {
        List <int> listUsedCheck = new List <int>();

        listUsedCheck.Clear();
        foreach (KeyValue item in lNeedItemsIdNum)
        {
            int totalCount = ItemDC.GetItemCount(item.key);
            int countUsed  = listUsedCheck.Count;
            if (totalCount > 0)
            {
                int nCnt = 0;
                for (nCnt = 0; nCnt < countUsed; nCnt++)
                {
                    if (listUsedCheck[nCnt] == item.key)
                    {
                        totalCount--;
                        if (totalCount == 0)
                        {
                            break;
                        }
                    }
                }
                for (nCnt = 0; nCnt < item.value; nCnt++)
                {
                    listUsedCheck.Add(item.key);
                }
            }
            if (totalCount < item.value)
            {
                listUsedCheck.Clear();
                return(false);
            }
        }
        listUsedCheck.Clear();
        return(true);
    }
Beispiel #23
0
 /// <summary>
 /// 检测是否满足召唤条件(钱够,碎片够)
 /// </summary>
 public static bool CheckCanSummon(int buildTypeId)
 {
     foreach (s_building_typeInfo BaseInfo in m_lType)
     {
         if (BaseInfo == null)
         {
             continue;
         }
         if (BaseInfo.id == buildTypeId)
         {
             int NeedCoin = 0;
             int fragment = 0;
             int NeedNum  = 0;
             GetUpStarNeed(buildTypeId, BaseInfo.starlevel, ref NeedNum, ref NeedCoin);
             int Have = ItemDC.GetItemCount(BaseInfo.fragment);                //当前灵魂石
             if (Have >= NeedNum)
             {
                 return(true);
             }
             return(false);
         }
     }
     return(false);
 }
Beispiel #24
0
 public static bool CheckCanSummonMoney(int SoldierTypeID)
 {
     foreach (s_soldier_typeInfo BaseInfo in m_soldierType)
     {
         if (BaseInfo == null)
         {
             continue;
         }
         if (BaseInfo.id == SoldierTypeID)
         {
             int NeedCoin = 0;
             int fragment = 0;
             int NeedNum  = 0;
             SoldierM.GetUpStarNeed(SoldierTypeID, BaseInfo.starlevel, ref NeedNum, ref NeedCoin);
             int Have = ItemDC.GetItemCount(BaseInfo.fragment);//当前灵魂石
             if (Have >= NeedNum && UserDC.GetCoin() >= NeedCoin)
             {
                 return(true);
             }
             return(false);
         }
     }
     return(false);
 }
Beispiel #25
0
 /// <summary>
 /// 获取碎片数量
 /// </summary>
 public int GetHaveFragmentNum()
 {
     return(ItemDC.GetItemCount(fragmentTypeID));
 }