Beispiel #1
0
    protected override void Init()
    {
        base.Init();

        instance = this;

        allofMultList        = transform.Find("HeroListScrollView/AllofMultList").GetComponent <GUISingleMultList>();
        powerMultList        = transform.Find("HeroListScrollView/PowerMultList").GetComponent <GUISingleMultList>();
        agileMultList        = transform.Find("HeroListScrollView/AgileMultList").GetComponent <GUISingleMultList>();
        intelligenceMultList = transform.Find("HeroListScrollView/IntelligenceMultList").GetComponent <GUISingleMultList>();

        mainMask    = mainHero.transform.Find("mark").GetComponent <UISprite>();
        fuHero1Mask = fuHero1.transform.Find("mark").GetComponent <UISprite>();
        fuHero2Mask = fuHero2.transform.Find("mark").GetComponent <UISprite>();
        fuHero3Mask = fuHero3.transform.Find("mark").GetComponent <UISprite>();
        prompt      = transform.Find("PromptLabel").GetComponent <UILabel>();

        mainMask.enabled    = false;
        fuHero1Mask.enabled = false;
        fuHero2Mask.enabled = false;
        fuHero3Mask.enabled = false;

        backBtn.onClick     = OnBackBtnClick;
        typeHeroTab.onClick = OnTypeHeroTabClick;
        mainHero.onClick    = OnMainHero;
        fuHero1.onClick     = OnFuHero1Click;
        fuHero2.onClick     = OnFuHero2Click;
        fuHero3.onClick     = OnFuHero3Click;
        fightingBtn.onClick = OnFightingBtnClick;

        //全部英雄
        objAll = VOManager.Instance().GetCSV <HeroTableCSV>("HeroTable").GetVoList();

        //if (Globe.heroPlay.Count == 1)
        //{
        //    mainMask.enabled = true;
        //    mainMask.spriteName = Globe.mainVO.icon_name;
        //    fuHero1Mask.enabled = false;
        //    fuHero2Mask.enabled = false;
        //    fuHero3Mask.enabled = false;
        //}
        //else if (Globe.heroPlay.Count == 2)
        //{
        //    mainMask.enabled = true;
        //    mainMask.spriteName = Globe.mainVO.icon_name;
        //    fuHero1Mask.enabled = true;
        //    fuHero1Mask.spriteName = Globe.fu1VO.icon_name;
        //    fuHero2Mask.enabled = false;
        //    fuHero3Mask.enabled = false;
        //}
        //else if (Globe.heroPlay.Count == 3)
        //{
        //    mainMask.enabled = true;
        //    mainMask.spriteName = Globe.mainVO.icon_name;
        //    fuHero1Mask.enabled = true;
        //    fuHero1Mask.spriteName = Globe.fu1VO.icon_name;
        //    fuHero2Mask.enabled = true;
        //    fuHero2Mask.spriteName = Globe.fu2VO.icon_name;
        //    fuHero3Mask.enabled = false;
        //}
        //else if (Globe.heroPlay.Count == 4)
        //{
        //    mainMask.enabled = true;
        //    mainMask.spriteName = Globe.mainVO.icon_name;
        //    fuHero1Mask.enabled = true;
        //    fuHero1Mask.spriteName = Globe.fu1VO.icon_name;
        //    fuHero2Mask.enabled = true;
        //    fuHero2Mask.spriteName = Globe.fu2VO.icon_name;
        //    fuHero3Mask.enabled = true;
        //    fuHero3Mask.spriteName = Globe.fu3VO.icon_name;
        //}
    }
Beispiel #2
0
    /// <summary>
    /// 更新装备信息
    /// </summary>
    /// <param name="vo"></param>
    public void OnUpdateEquipInfo()
    {
        itemNode = EquipPanel.instance.item;

        hd = playerData.GetInstance().GetHeroDataByID(Globe.selectHero.hero_id);

        hd.equipSite.TryGetValue(site, out ed);

        if (null == ed)
        {
            return;
        }

        icon.spriteName = itemNode.icon_name;
        levelL.text     = "Lv." + ed.level;

        //ItemVO item = VOManager.Instance().GetCSV<ItemCSV>("Item").GetVO(itemNode.props_id);
        //ItemNodeState item;
        //GameLibrary.Instance().ItemStateList.TryGetValue(itemNode.props_id - itemNode.grade, out item);

        long initID = itemNode.props_id - itemNode.grade;

        //初始装备值
        //ItemVO initItem = VOManager.Instance().GetCSV<ItemCSV>("Item").GetVO(initID);
        ItemNodeState initItem;

        GameLibrary.Instance().ItemStateList.TryGetValue(initID, out initItem);

        powerL.text = "力量:+" + itemNode.power;

        //初始值+单阶增加生命*装备等级
        addPowerL.text = "+" + (initItem.power + itemNode.power * ed.level);

        hitL.text = "命中:+" + itemNode.hit_ratio;

        //初始值+单阶增加生命*装备等级
        addHitL.text = "+" + (initItem.hit_ratio + itemNode.hit_ratio * ed.level);

        equipUpNode = FSDataNodeTable <EquipUpgradeNode> .GetSingleton().FindDataByType(ed.level + 1);

        needGold = 0;

        if (ed.level != hd.lvl)
        {
            for (int i = ed.level + 1; i <= hd.lvl; i++)
            {
                needGold += VOManager.Instance().GetCSV <EquipUpgradeCSV>("EquipUpgrade").GetVO(i).consume;
            }
        }

        allUpgradeL.text = "升级至英雄等级";
        allUpGoldL.text  = "" + needGold;

        UpgradeL.text = "升级至" + (ed.level + 1) + "级";
        UpGoldL.text  = "" + equipUpNode.consume;

        needGolds = (int)equipUpNode.consume;

        ShowMaxLvl(true);
        UpdateBorder(ed.grade);

        if (itemmatl.Count > 0)
        {
            for (int i = 0; i < itemmatl.Count; i++)
            {
                itemmatl[i].UpdateCount();
            }
        }
    }