Beispiel #1
0
        private void UpdateInterface(int titleID)
        {
            PlayerTitleConfigData titleData = PlayerDataManager.Instance.GetPlayerTitleConfigData(titleID);

            if (titleData == null)
            {
                return;
            }
            List <PlayerTitleEffectData> effectDataList = m_TitleEffectDict[titleID];
            int dataLength  = effectDataList.Count;
            int combatValue = 0;            //战力

            for (int i = 0; i < eEffectResItems.Length; i++)
            {
                if (i >= dataLength)
                {
                    eEffectResItems[i].gameObject.SetActive(false);
                }
                else
                {
                    eEffectResItems[i].gameObject.SetActive(true);
                    eEffectResItems[i].UpdateView(effectDataList[i].EffectData, effectDataList[i].MinValue);
                    combatValue += effectDataList[i].MinValue * effectDataList[i].EffectData.CombatPara;
                }
            }
            //显示当前称号特效
            if (m_CurTitleIcon != null)
            {
                Destroy(m_CurTitleIcon);
            }
            m_CurTitleIcon = UI.CreatObjectToNGUI.InstantiateObj(titleData._ModelIdPrefab, CurTitleIconTrans);

            combatValue          = (int)(combatValue / 1000);
            Label_Combat.text    = (combatValue * CommonDefineManager.Instance.CommonDefine.Display_Combat).ToString();
            Label_Effect.text    = LanguageTextManager.GetString("IDS_I6_9") + LanguageTextManager.GetString(titleData._lDisplayID);
            Label_Condition.text = LanguageTextManager.GetString("IDS_I6_8") + LanguageTextManager.GetString(titleData._szDesc);
        }
Beispiel #2
0
    //private static readonly string ASSET_Prefab_GUI_IconPrefab_SirenIcon_FOLDER = "Assets/Prefab/GUI/IconPrefab/SirenIcon";

    private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
                                               string[] movedAssets, string[] movedFromPath)
    {
        {
            if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets))
            {
                string     path = System.IO.Path.Combine(RESOURCE_TRAP_CONFIG_FOLDER, "PlayerTitleConfig.xml");
                TextReader tr   = new StreamReader(path);
                string     text = tr.ReadToEnd();

                if (text == null)
                {
                    Debug.LogError("Player level config file not exist");
                    return;
                }
                else
                {
                    XmlSpreadSheetReader.ReadSheet(text);
                    XmlSpreadSheet sheet = XmlSpreadSheetReader.Output;
                    string[]       keys  = XmlSpreadSheetReader.Keys;

                    object[] levelIds = sheet[keys[0]];

                    List <PlayerTitleConfigData> tempList = new List <PlayerTitleConfigData>();

                    for (int i = 0; i < levelIds.Length; i++)
                    {
                        if (0 == i || 1 == i)
                        {
                            continue;
                        }

                        PlayerTitleConfigData data = new PlayerTitleConfigData();
                        //itemData
                        data._goodID          = Convert.ToInt32(sheet["lGoodsID"][i]);
                        data._szGoodsName     = sheet["szGoodsName"][i].ToString();
                        data._GoodsClass      = Convert.ToInt32(sheet["lGoodsClass"][i]);
                        data._GoodsSubClass   = Convert.ToInt32(sheet["lGoodsSubClass"][i]);
                        data._ColorLevel      = Convert.ToInt32(sheet["lColorLevel"][i]);
                        data._AllowProfession = Convert.ToString(sheet["lAllowProfession"][i]);
                        data._Level           = Convert.ToInt32(sheet["lLevel"][i]);
                        data._AllowLevel      = Convert.ToInt32(sheet["lAllowLevel"][i]);
                        data._PileQty         = Convert.ToInt32(sheet["lPileQty"][i]);
                        data._BuyCost         = Convert.ToInt32(sheet["lBuyCost"][i]);
                        data._SaleCost        = int.Parse(Convert.ToString(sheet["lSaleCost"][i]).Split('+')[1]);
                        data._AllowSex        = Convert.ToInt32(sheet["lAllowSex"][i]);
                        data._ThrowFlag       = Convert.ToInt32(sheet["lThrowFlag"][i]);
                        data._TradeFlag       = Convert.ToInt32(sheet["lTradeFlag"][i]);
                        data._GiveFlag        = Convert.ToInt32(sheet["lGiveFlag"][i]);
                        data._BindFlag        = Convert.ToInt32(sheet["lBindFlag"][i]);
                        data.smallDisplay     = Convert.ToString(sheet["lDisplayIdSmall"][i]);
                        //playerTitleData
                        data._lGoodsID              = Convert.ToInt32(sheet["lGoodsID"][i]);
                        data._TitleDroit            = Convert.ToInt32(sheet["TitleDroit"][i]);
                        data._ByHaveTimeLimit       = Convert.ToInt32(sheet["ByHaveTimeLimit"][i]);
                        data._lUseTerm              = Convert.ToInt32(sheet["lUseTerm"][i]);
                        data._lDisplayIdSmall       = Convert.ToString(sheet["lDisplayIdSmall"][i]);
                        data._lDisplayIdSmallPrefab = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/Prefab/GUI/IconPrefab/TitleIcon/" + Convert.ToString(sheet["lDisplayIdSmall"][i]) + ".prefab", typeof(GameObject));
                        //string modelIdStr = "Assets\Effects\Prefab"
                        data._ModelIdPrefab = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/Effects/Prefab/" + Convert.ToString(sheet["ModelId"][i]) + ".prefab", typeof(GameObject));
                        data._szDesc        = Convert.ToString(sheet["szDesc"][i]);
                        data._lDisplayID    = Convert.ToString(sheet["lDisplayID"][i]);
                        string[] getReqStrs = Convert.ToString(sheet["GetReq"][i]).Split('|');
                        data._GetReqs = new PlayerTitleGetReq[getReqStrs.Length];
                        for (int p = 0; p < getReqStrs.Length; p++)
                        {
                            data._GetReqs[p] = new PlayerTitleGetReq();
                            string[] getReqStr = getReqStrs[p].Split('+');
                            data._GetReqs[p].ID        = Convert.ToInt32(getReqStr[0]);
                            data._GetReqs[p].Parameter = Convert.ToInt32(getReqStr[1]);
                        }
                        data._vectEffects    = Convert.ToString(sheet["vectEffects"][i]);
                        data._vectEffectsAdd = Convert.ToString(sheet["vectEffectsAdd"][i]);

                        tempList.Add(data);
                    }


                    CreateSceneConfigDataBase(tempList);
                }
            }
        }
    }