public void Surplus()
    {
        //不限制使用次数  但是 活力药水和体力药剂 要经过特殊处理
        if (item.getIfUse() == 0 && !IsSpeciaclID(item.GetID()))   //不限制使用次数
        {
            //surplus.SetActive(false);
            surplus.SetActive(false);
            SetBtShow(2);
        }
        else
        {
            if (objID >= 0 || objID < UI_ItemsManage._instance.item.Count)
            {
                surplus.SetActive(true);
                int maxUseCount;
                if (IsSpeciaclID(item.GetID()))
                {
                    VipTemplate vipData = (VipTemplate)DataTemplate.GetInstance().m_VipTable.getTableData(ObjectSelf.GetInstance().VipLevel);
                    maxUseCount = vipData.getMaxUseApPotion() + item.getIfUse();
                }
                else
                {
                    maxUseCount = item.getIfUse();
                }
                surplusNum = maxUseCount - baseIrem.GetItemTimesCount();
                //surplusText.text = surplusNum.ToString();
                surplus.SetActive(true);
                SetBtShow(3);


                if (surplusNum <= 0)
                {
                    surplusText.text = "<color=#B0B0B0>0</color>";
                    SetBtShow(1);
                }
                else
                {
                    surplusText.text = string.Format("<color=#76EE00>{0}</color>", surplusNum);
                    SetBtShow(3);
                }
                if (item.getType() == 1)
                {
                    surplus.SetActive(false);
                    SetBtShow(0);
                }
                else
                {
                    surplus.SetActive(true);
                }
                if (item.getType() == 0)
                {
                    surplus.SetActive(false);
                    SetBtShow(2);
                }
            }
        }
    }
Beispiel #2
0
    /// <summary>
    /// 活力道具显示
    /// </summary>
    private void InitPowerItemUI()
    {
        m_guid_1    = null;
        m_guid_2    = null;
        m_guid_3    = null;
        m_conItem_1 = 0;
        m_conItem_2 = 0;
        m_conItem_3 = 0;
        int surplusNum_1 = 0, surplusNum_2 = 0, surplusNum_3 = 0; //道具可使用次数
        int conNum1 = 0, conNum2 = 0, conNum3 = 0;                //使用次数

        //三种消耗道具
        int[]        ConItems = config.getAp_supplement_item();
        ItemTemplate item1    = (ItemTemplate)DataTemplate.GetInstance().m_ItemTable.getTableData(ConItems[0]);
        ItemTemplate item2    = (ItemTemplate)DataTemplate.GetInstance().m_ItemTable.getTableData(ConItems[1]);
        ItemTemplate item3    = (ItemTemplate)DataTemplate.GetInstance().m_ItemTable.getTableData(ConItems[2]);

        m_NameTxt_1.text = GameUtils.getString(item1.getName());
        m_DesTxt_1.text  = GameUtils.getString(item1.getDes());
        m_NameTxt_2.text = GameUtils.getString(item2.getName());
        m_DesTxt_2.text  = GameUtils.getString(item2.getDes());
        m_NameTxt_3.text = GameUtils.getString(item3.getName());
        m_DesTxt_3.text  = GameUtils.getString(item3.getDes());
        _Icon_1.sprite   = UIResourceMgr.LoadSprite(common.defaultPath + item1.getIcon());
        _Icon_2.sprite   = UIResourceMgr.LoadSprite(common.defaultPath + item2.getIcon());
        _Icon_3.sprite   = UIResourceMgr.LoadSprite(common.defaultPath + item3.getIcon());
        List <BaseItem> ItemList = ObjectSelf.GetInstance().CommonItemContainer.GetItemList(EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON);

        for (int i = 0; i < ItemList.Count; ++i)
        {
            int baseItemId = ItemList[i].GetItemTableID();
            if (baseItemId == ConItems[0])
            {
                conNum1  = ItemList[i].GetItemTimesCount();
                m_guid_1 = ItemList[i].GetItemGuid();
                int tempNum = ItemList[i].GetItemCount();
                m_conItem_1 += tempNum;
            }
            if (baseItemId == ConItems[1])
            {
                conNum2  = ItemList[i].GetItemTimesCount();
                m_guid_2 = ItemList[i].GetItemGuid();
                int tempNum = ItemList[i].GetItemCount();
                m_conItem_2 += tempNum;
            }
            if (baseItemId == ConItems[2])
            {
                conNum3  = ItemList[i].GetItemTimesCount();
                m_guid_3 = ItemList[i].GetItemGuid();
                int tempNum = ItemList[i].GetItemCount();
                m_conItem_3 += tempNum;
            }
        }
        //道具数量
        _OwnNumTxt_1.text = SetOwnShow(m_conItem_1);
        _OwnNumTxt_2.text = SetOwnShow(m_conItem_2);
        _OwnNumTxt_3.text = SetOwnShow(m_conItem_3);
        //道具可以使用的次数  道具使用次数+Vip的使用次数
        surplusNum_1 = item1.getIfUse() + vipData.getMaxUseApPotion();
        surplusNum_2 = item2.getIfUse() + vipData.getMaxUseApPotion();
        surplusNum_3 = item3.getIfUse() + vipData.getMaxUseApPotion();
        //当前剩余次数
        m_curSurpNum_1        = surplusNum_1 - conNum1;
        m_curSurpNum_2        = surplusNum_2 - conNum2;
        m_curSurpNum_3        = surplusNum_3 - conNum3;
        _SurplusNumTxt_1.text = m_curSurpNum_1.ToString();
        _SurplusNumTxt_2.text = m_curSurpNum_2.ToString();
        _SurplusNumTxt_3.text = m_curSurpNum_3.ToString();
        //设置按钮是否置灰
        SetBtnColor(m_curSurpNum_1, _UserBtn_1, m_conItem_1);
        SetBtnColor(m_curSurpNum_2, _UserBtn_2, m_conItem_2);
        SetBtnColor(m_curSurpNum_3, _UserBtn_3, m_conItem_3);
    }