Beispiel #1
0
    void OnPlayerInfoChanged(PlayerInfoType infotype)
    {
        switch (infotype)
        {
        case PlayerInfoType.All:
            UpdateShowPlayerAll();
            break;

        case PlayerInfoType.Exp:
            UpdateShowPlayerExp();
            break;

        case PlayerInfoType.Equip:
            UpdateShowPlayerEquip();
            break;

        case PlayerInfoType.Damage:
            UpdateShowPlayerDamage();
            break;

        case PlayerInfoType.Hp:
            UpdateShowPlayerHp();
            break;
        }
    }
Beispiel #2
0
 /// <summary>
 /// 更新
 /// </summary>
 /// <param name="infoType"></param>
 private void OnPlayInfoChanged(PlayerInfoType infoType)
 {
     if (infoType == PlayerInfoType.All || infoType == PlayerInfoType.Hp || infoType == PlayerInfoType.Exp || infoType == PlayerInfoType.Damage)
     {
         InitPlayEquip();
     }
 }
Beispiel #3
0
 void OnPlayerInfoChange(PlayerInfoType type)
 {
     if (type == PlayerInfoType.All || type == PlayerInfoType.Energy || type == PlayerInfoType.HeadPortrait || type == PlayerInfoType.Level || type == PlayerInfoType.LiLian || type == PlayerInfoType.Name)
     {
         UpdateInfoShow();
     }
 }
Beispiel #4
0
 void OnPlayerInfoChange(PlayerInfoType type)
 {
     if (type == PlayerInfoType.All || type == PlayerInfoType.Coin || type == PlayerInfoType.Diamond)
     {
         UpdateShow();
     }
 }
Beispiel #5
0
 void OnPlayerInfoChanged(PlayerInfoType type)
 {
     if (type == PlayerInfoType.All || type == PlayerInfoType.Damage || type == PlayerInfoType.Exp || type == PlayerInfoType.HP || type == PlayerInfoType.Equip)
     {
         UpdateInfoShow();
     }
 }
Beispiel #6
0
    /// <summary>
    /// 属性更改
    /// </summary>
    public void ChangeAttri(PlayerInfoType info, float index)
    {
        switch (info)
        {
        case PlayerInfoType.当前血量:
            HP += (int)index;
            break;

        case PlayerInfoType.法力:
            SP += index;
            break;

        case PlayerInfoType.最大血量:
            MaxHp += (int)index;
            HP    += (int)index;
            break;

        case PlayerInfoType.基础攻击力:
            BaseATK += (int)index;
            break;

        case PlayerInfoType.金钱:
            Money += (int)index;
            break;

        case PlayerInfoType.凹槽已用数:
            GroUsed += (int)index;
            break;

        case PlayerInfoType.凹槽拥有数:
            GroHeld += (int)index;
            break;
        }
    }
Beispiel #7
0
 /// <summary>
 /// 当值发生变化的时候
 /// 会被触发
 /// </summary>
 /// <param name="infoType"></param>
 void OnPlayerInfoChanged(PlayerInfoType infoType)
 {
     if (infoType == PlayerInfoType.All || infoType == PlayerInfoType.HeadPortail || infoType == PlayerInfoType.Hp || infoType == PlayerInfoType.Level || infoType == PlayerInfoType.Name || infoType == PlayerInfoType.Sp || infoType == PlayerInfoType.Energy)
     {
         //需要更新
         upDateShow();
     }
 }
Beispiel #8
0
 /// <summary>
 /// 当值发生变化的时候
 /// 会被触发
 /// </summary>
 /// <param name="infoType"></param>
 void OnPlayerInfoChanged(PlayerInfoType infoType)
 {
     if (infoType == PlayerInfoType.All || infoType == PlayerInfoType.Coin || infoType == PlayerInfoType.Diamond)
     {
         //需要更新
         upDateShow();
     }
 }
Beispiel #9
0
 /// <summary>
 /// 升级事件
 /// </summary>
 /// <param name="type"></param>
 void OnPlayerUpgrade(PlayerInfoType type)
 {
     if (type == PlayerInfoType.Upgrade)
     {
         AudioManager.Instacne.PlayAudioClip(AudioSourceType._EffectAudioSource, "LevelUp");
         CreatEffect("LevelUp");
     }
 }
Beispiel #10
0
 /// <summary>
 /// 更改属性
 /// </summary>
 /// <param name="name">  属性名  </param>
 /// <param name="index">  增幅  </param>
 public void ChangePlayerAttri(PlayerInfoType info, float index)
 {
     playerInfo.ChangeAttri(info, index);
     if (info == PlayerInfoType.金钱)
     {
         moneyDelta += index;
     }
     SavePlayerInfo();
     playerInfo.Notify();
 }
 /// <summary>
 /// 回调
 /// </summary>
 /// <param name="type"></param>
 void OnPlayerInfoChanged(PlayerInfoType type)
 {
     switch (type)
     {
     case PlayerInfoType.Name:
         this.mNameText.text       = Controller_SceneRoleSelected.Instance.GetPlayerName();
         this.mLevelText.text      = "Lv." + "1";
         this.mBtn_CreateText.text = "已选择";
         PlayOwenListShow(this.mNameText.text);
         break;
     }
 }
 ///// <summary>
 ///// 按下
 ///// </summary>
 //void OnButtonDown(GameObject click)
 //{
 //    if (click.gameObject.name.StartsWith("Btn_Attack"))
 //    {
 //        iTween.ScaleTo(click, click.transform.localScale + new Vector3(0.15f, 0.15f, 0.15f), 0.2f);
 //    }
 //    if (click.gameObject.name.Equals("Btn_Attack_Normal"))
 //    {
 //        isPress = true;
 //    }
 //    OnButtonPress(click);
 //}
 ///// <summary>
 ///// 抬起
 ///// </summary>
 //void OnButtonUp(GameObject click)
 //{
 //    if (click.gameObject.name.StartsWith("Btn_Attack"))
 //    {
 //        iTween.ScaleTo(click, click.transform.localScale-new Vector3(0.15f, 0.15f, 0.15f), 0.2f);
 //    }
 //    if (click.gameObject.name.Equals("Btn_Attack_Normal"))
 //    {
 //        isPress = false;
 //    }
 //    StopAllCoroutines();
 //}
 //void OnButtonSelect(GameObject click)
 //{
 //    if (click.gameObject.name.StartsWith("Btn_Attack"))
 //    {
 //        iTween.ScaleTo(click, click.transform.localScale+new Vector3(0.15f, 0.15f, 0.15f), 0.2f);
 //    }
 //}
 /// <summary>
 /// 注册事件
 /// </summary>
 /// <param name="type"></param>
 void OnPlayerInfoChanged(PlayerInfoType type)
 {
     if (type == PlayerInfoType.All)
     {
         mLevelText.text          = PlayerInfo.Instance.PlayerPropertyCurrent.Level.ToString();
         HPProgressBar.fillAmount = (float)PlayerInfo.Instance.PlayerPropertyCurrent.HP / PlayerInfo.Instance.PlayerPropertyCurrent.HPMax;
         MPProgressBar.fillAmount = (float)PlayerInfo.Instance.PlayerPropertyCurrent.MP / PlayerInfo.Instance.PlayerPropertyCurrent.MPMax;
         mHPText.text             = PlayerInfo.Instance.PlayerPropertyCurrent.HP.ToString() + " /" + PlayerInfo.Instance.PlayerPropertyCurrent.HPMax.ToString();
         mMPText.text             = PlayerInfo.Instance.PlayerPropertyCurrent.MP.ToString() + " /" + PlayerInfo.Instance.PlayerPropertyCurrent.MPMax.ToString();
         mNameText.text           = PlayerInfo.Instance.PlayerPropertyCurrent.Name;
     }
 }
    private void OnPlayerInfoChanged(PlayerInfoType type)
    {
        switch (type)
        {
        case PlayerInfoType.Diamond:
        case PlayerInfoType.Gold:
        case PlayerInfoType.All:
            UpdateInfoShow();
            break;

        default:
            break;
        }
    }
Beispiel #14
0
 /// <summary>
 /// 注册事件
 /// </summary>
 /// <param name="type"></param>
 void OnPlayerInfoChanged(PlayerInfoType type)
 {
     if (type == PlayerInfoType.All)
     {
         mNameText.text                = PlayerInfo.Instance.PlayerPropertyCurrent.Name.ToString();
         mLevelText.text               = "Lv." + PlayerInfo.Instance.PlayerPropertyCurrent.Level.ToString();
         mExpText.text                 = PlayerInfo.Instance.PlayerPropertyCurrent.Exp.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.ExpUpGrade.ToString();;
         mHPText.text                  = PlayerInfo.Instance.PlayerPropertyCurrent.HP.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.HPMax.ToString();
         mMPText.text                  = PlayerInfo.Instance.PlayerPropertyCurrent.MP.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.MPMax.ToString();
         mAttackText.text              = PlayerInfo.Instance.PlayerPropertyCurrent.Attack.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.AttackMax.ToString();
         mDefenceText.text             = PlayerInfo.Instance.PlayerPropertyCurrent.Defence.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.DefenceMax.ToString();
         mDexterityText.text           = PlayerInfo.Instance.PlayerPropertyCurrent.Dexterity.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.DexterityMax.ToString();
         mCriticalTriggerRateText.text = (PlayerInfo.Instance.PlayerPropertyCurrent.CriticalTriggerRateMax * 100f).ToString() + "%"; // +"/" + (PlayerInfo.Instance.PlayerPropertyCurrent.CriticalTriggerRateMax * 100f).ToString() + "%100";
         mCriticalAttackMaxText.text   = (PlayerInfo.Instance.PlayerPropertyCurrent.CriticalAttackMax * 100f).ToString() + "%";      //+ "/" + PlayerInfo.Instance.PlayerPropertyCurrent.CriticalAttackMax.ToString();
     }
 }
Beispiel #15
0
    private void OnPlayerInfoChanged(PlayerInfoType type)
    {
        switch (type)
        {
        case PlayerInfoType.Name:
        case PlayerInfoType.HeadPortrait:
        case PlayerInfoType.Level:
        case PlayerInfoType.Energy:
        case PlayerInfoType.Toughen:
        case PlayerInfoType.All:
            UpdateInfoShow();
            break;

        default:
            break;
        }
    }
Beispiel #16
0
    void OnPlayerInfoChanged(PlayerInfoType infoType)
    {
        switch (infoType)
        {
        case PlayerInfoType.Coin:
            UpdateShowPlayerCoin();
            break;

        case PlayerInfoType.Diamond:
            UpdateShowPlayerDiamond();
            break;

        case PlayerInfoType.All:
            UpdateShowPlayerAll();
            break;
        }
    }
Beispiel #17
0
    void OnPlayerInfoChanged(PlayerInfoType infoType)
    {
        switch (infoType)
        {
        case PlayerInfoType.Name:
            UpdateShowPlayerName();
            break;

        case PlayerInfoType.Head:
            UpdateShowPlayerHead();
            break;

        case PlayerInfoType.Level:
            UpdateShowPlayerLevel();
            break;

        case PlayerInfoType.Power:
            UpdateShowPlayerPower();
            break;

        case PlayerInfoType.Exp:
            UpdateShowPlayerExp();
            break;

        case PlayerInfoType.Energy:
            UpdateShowPlayerEnergy();
            break;

        case PlayerInfoType.Toughen:
            UpdateShowPlayerToughen();
            break;

        case PlayerInfoType.Coin:
            UpdateShowPlayerCoin();
            break;

        case PlayerInfoType.Diamond:
            UpdateShowPlayerDiamond();
            break;

        case PlayerInfoType.All:
            UpdateShowPlayerAll();
            break;
        }
    }
Beispiel #18
0
    /// <summary>
    /// 作用类型的转换
    /// </summary>
    /// <param name="typeName"></param>
    /// <returns></returns>
    public static PlayerInfoType GetPlayerInfoType(string typeName)
    {
        PlayerInfoType type = 0;

        if (typeName == null || typeName.Trim() == "")
        {
            return(type);
        }
        try
        {
            type = (PlayerInfoType)Enum.Parse(typeof(PlayerInfoType), typeName, false);
        }
        catch (Exception e)
        {
            Debug.LogError("typeName=" + typeName + " ;\n " + GetCurSourceFileName() + ",GetPlayerInfoType(string typeName)作用类型转换失败,=" + GetLineNum());
        }
        return(type);
    }
Beispiel #19
0
    void OnPlayerInfoChanged(PlayerInfoType infoType)
    {
        //如果是这些值得话
        //if(infoType==PlayerInfoType.Name||//
        //    infoType==PlayerInfoType.Head||//
        //    infoType==PlayerInfoType.Level||//
        //    infoType==PlayerInfoType.Energy||//
        //    infoType==PlayerInfoType.Toughen)
        //{

        //}

        switch (infoType)
        {
        case PlayerInfoType.Name:
            UpdateShowPlayerName();
            break;

        case PlayerInfoType.Head:
            UpdateShowPlayerHead();
            break;

        case PlayerInfoType.Level:
            UpdateShowPlayerLevel();
            break;

        case PlayerInfoType.Energy:
            UpdateShowPlayerEnergy();
            break;

        case PlayerInfoType.Toughen:
            UpdateShowPlayerToughen();
            break;

        case PlayerInfoType.All:
            UpdateShowPlayerAll();
            break;
        }
    }
Beispiel #20
0
 /// <summary>
 /// 玩家信息变化
 /// 用来广播的方法
 /// </summary>
 /// <param name="type"></param>
 public void OnPlayerValueChanged(PlayerInfoType type)
 {
     OnPlayInfoChanged(type);
 }
Beispiel #21
0
 void OnPlayerInfoChanged(PlayerInfoType type)
 {
     UpdateShow();
 }
Beispiel #22
0
 private void OnPlayerInfoChanged(PlayerInfoType type)
 {
     UpdateInfoShow();
 }
Beispiel #23
0
 /// <summary>
 /// 监听玩家的信息
 /// </summary>
 /// <param name="type"></param>
 void OnPlayInfoChanged(PlayerInfoType infoType)
 {
     if (infoType == PlayerInfoType.All || infoType == PlayerInfoType.HeadPortail || infoType == PlayerInfoType.HeadPortail || infoType == PlayerInfoType.Hp || infoType == PlayerInfoType.Level || infoType == PlayerInfoType.Name || infoType == PlayerInfoType.Sp)
     {
     }
 }
Beispiel #24
0
    /// <summary>
    /// 提供给Buff更改属性的方法(自加自减)
    /// </summary>
    /// <param name="info"> 改哪个属性 </param>
    /// <param name="amount"> 改多少 </param>
    public void ChangeAttri(PlayerInfoType info, float amount)
    {
        switch (info)
        {
        case PlayerInfoType.法术攻击基础系数:
            MagicAtkRate += amount;
            break;

        case PlayerInfoType.法术消耗基础系数:
            MagicCostRate += amount;
            break;

        case PlayerInfoType.后坐力基础系数:
            RecoilForceRate += amount;
            break;

        case PlayerInfoType.受击后退距离基础系数:
            FallBackRate += amount;
            break;

        case PlayerInfoType.受击后无敌时间基础系数:
            HitRecoverRate += amount;
            break;

        case PlayerInfoType.攻击间隔基础系数:
            AttackIntervalRate += amount;
            break;

        case PlayerInfoType.攻击距离基础系数:
            AttackDistanceRate += amount;
            break;

        case PlayerInfoType.冲刺间隔基础系数:
            SprintCDRate += amount;
            break;

        case PlayerInfoType.普通攻击基础系数:
            AtkRate += amount;
            break;

        case PlayerInfoType.打击力基础系数:
            KnockBackRate += amount;
            break;

        case PlayerInfoType.治愈速度基础系数:
            HealingSpeedRate += amount;
            break;

        case PlayerInfoType.治愈量基础系数:
            HealingAmountRate += amount;
            break;

        case PlayerInfoType.回蓝量基础系数:
            SPIncreaseRate += amount;
            break;

        case PlayerInfoType.速度基础系数:
            SpeedRate += amount;
            break;

        case PlayerInfoType.地图显示位置:
            PlayerStatus.Instance.CanShowPosInMap = amount > 0 ? true : false;
            break;

        case PlayerInfoType.金币拾取范围:
            ChangeMoneyPickUpRate(amount);
            break;

        case PlayerInfoType.最大血量:
            TempChangeMaxHp((int)amount);
            break;

        case PlayerInfoType.基础攻击力:
            BaseATK += amount;
            break;
        }
        Debug.Log(info);
    }
Beispiel #25
0
 /// <summary>
 /// 发出所用信息的广播
 /// </summary>
 public void  GetPlayerInfo(PlayerInfoType type)
 {
     ////装备属性
     OnPlayerInfoChanged(type);
 }
Beispiel #26
0
    /// <summary>
    /// 是那种作用类型的药水
    /// </summary>
    /// <param name="it"></param>
    void ApplyInWitchPlayerInfo(Item it)
    {
        PlayerInfoType type = it.ItemInfo.InfoType;

        switch (type)
        {
        case PlayerInfoType.All:
            break;

        case PlayerInfoType.Coin:
            this.Coin += it.ItemInfo.ApplyValue;
            //  OnPlayInfoChanged(PlayerInfoType.Coin);
            break;

        case PlayerInfoType.Damage:
            this.Damage += it.ItemInfo.ApplyValue;
            //  OnPlayInfoChanged(PlayerInfoType.Damage);
            break;

        case PlayerInfoType.Diamond:
            this.Diamond += it.ItemInfo.ApplyValue;
            //  OnPlayInfoChanged(PlayerInfoType.Diamond);
            break;

        case PlayerInfoType.Energy:
            this.Energy += it.ItemInfo.ApplyValue;
            // OnPlayInfoChanged(PlayerInfoType.Energy);
            break;

        case PlayerInfoType.Exp:
            this.Exp += it.ItemInfo.ApplyValue;
            //  OnPlayInfoChanged(PlayerInfoType.Exp);
            break;

        case PlayerInfoType.HeadPortail:
            //头像的物品不知道怎么改
            //  OnPlayInfoChanged(PlayerInfoType.HeadPortail);
            break;

        case PlayerInfoType.Hp:
            this.Hp += it.ItemInfo.ApplyValue;
            if (this.Hp > this.HpMax)
            {
                this.Hp = this.HpMax;
            }
            //  OnPlayInfoChanged(PlayerInfoType.Hp);
            break;

        case PlayerInfoType.Item:
            //类型是道具
            // OnPlayInfoChanged(PlayerInfoType.Item);
            break;

        case PlayerInfoType.Level:
            this.Level += it.ItemInfo.ApplyValue;
            // OnPlayInfoChanged(PlayerInfoType.Level);
            break;

        case PlayerInfoType.Name:
            //玩家姓名 不用改
            break;

        case PlayerInfoType.Power:
            this.Power += it.ItemInfo.ApplyValue;
            //OnPlayInfoChanged(PlayerInfoType.Power);
            break;

        case PlayerInfoType.Sp:
            this.Toughen += it.ItemInfo.ApplyValue;
            if (this.Toughen > this.ToughenMax)
            {
                this.Toughen = this.ToughenMax;
            }
            // OnPlayInfoChanged(PlayerInfoType.Sp);
            break;

        default:
            break;
        }
        if (OnPlayInfoChanged != null)
        {
            OnPlayInfoChanged(type);
        }
    }
 /// <summary>
 /// 注册事件
 /// </summary>
 /// <param name="type"></param>
 void OnPlayerInfoChanged(PlayerInfoType type)
 {
     if (type == PlayerInfoType.All)
     {
     }
 }
Beispiel #28
0
 /// <summary>
 /// 当值发生变化的时候
 /// 会被触发
 /// </summary>
 /// <param name="infoType"></param>
 void OnPlayerInfoChanged(PlayerInfoType infoType)
 {
     //需要更新
     upDateShow();
 }