/// <summary> /// 计算当前物理暴击 /// </summary> /// <param name="phycrit">初始物理暴击</param> /// <param name="Addagility">增长敏捷</param> /// <returns>物理暴击</returns> private static int CALC_SOLDIER_PHYCRIT(int phycrit, int Addagility) { float k7 = ConfigM.GetAttributeK(7) * 0.01f; float value = phycrit + Addagility * k7; return((int)value); }
/// <summary> /// 计算当前魔法防御 /// </summary> /// <param name="magicdefend">初始魔法防御</param> /// <param name="Addintelligence">增长智力</param> /// <returns>魔法防御</returns> private static int CALC_SOLDIER_MAGICDEFEND(int magicdefend, int Addintelligence) { float k6 = ConfigM.GetAttributeK(6) * 0.01f; float value = magicdefend + Addintelligence * k6; return((int)value); }
private void InitializeSDK() { _configM = new ConfigM { DevKey = "", ApiUrl = ConfigurationManager.AppSettings["ConfigM"] }; }
/// <summary> /// 获取满怒气 /// </summary> protected override int GetFullAnger() { if (Gstatus != null) { return(ConfigM.GetAngerK(1) + Gstatus.GetAttrData(EffectType.Anger)); } return(ConfigM.GetAngerK(1)); }
/// <summary> /// 计算当前魔法攻击力 /// </summary> /// <param name="magicattack">初始魔法攻击</param> /// <param name="Addintelligence">增长智力</param> /// <returns>魔法攻击</returns> private static int CALC_SOLDIER_MAGICATTACK(int magicattack, int Addintelligence) { float k5 = ConfigM.GetAttributeK(5) * 0.01f; float value = magicattack + Addintelligence * k5; return((int)value); }
/// <summary> /// 计算当前魔法暴击 /// </summary> /// <param name="magiccrit">初始魔法暴击</param> /// <param name="Addintelligence">增长智力</param> /// <returns>魔法暴击</returns> private static int CALC_SOLDIER_MAGICCRIT(int magiccrit, int Addintelligence) { float k7 = ConfigM.GetAttributeK(7) * 0.01f; float value = magiccrit + Addintelligence * k7; return((int)value); }
void SetSoldierQuality(int quality) { int bigLevel = ConfigM.GetBigQuality(quality); MyHead.LblSmallQuality.text = NGUIUtil.GetSmallQualityStr(quality); NGUIUtil.SetSprite(MyHead.SpriBigQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprRolePhotoBg, bigLevel.ToString()); }
//d_phydefend表示玩家当前物理防御 //l_skillstrength表示技能状态增加的力量值; //l_skillagility表示技能状态增加的敏捷指; //l_skilldefend1表示技能状态增加的物理防御值; //l_skilldefend2表示技能状态增加的物理防御百分比; private static int CACL_PHYDEFEND_DELTA(int d_phydefend, int l_skillstrength, int l_skillagility, int l_skilldefend1, float l_skilldefend2) { int k2 = ConfigM.GetAttributeK(2); int k3 = ConfigM.GetAttributeK(3); float lphydefend = (d_phydefend + l_skilldefend1 + l_skillstrength / (k2 / 100f) + l_skillagility / (k3 / 100f)) * (1 + l_skilldefend2); return((int)lphydefend); }
public override void WndStart() { base.WndStart(); int countDown = ConfigM.GetAttackCountDown(BattleEnvironmentM.GetBattleEnvironmentMode()); SetAttackTime(countDown); AddEvents(); StartAttackCountDown(); }
/// <summary> /// 计算魔法防御 /// </summary> private static int CalcDefendPower(int Quality, int StarLevel, int level) { int k1 = 0; int k2 = 0; int k3 = 0; ConfigM.GetTrapDefensePower(ref k1, ref k2, ref k3); return((k1 + ConfigM.GetQualityIndex(Quality) * k2 + StarLevel * k3) * level); }
private void SetUI() { NGUIUtil.Set2DSprite(MyHead.Spr2DItemIcon, "Textures/item/", m_itemInfo.icon.ToString()); NGUIUtil.SetLableText <string>(MyHead.LblItemName, m_itemInfo.name); NGUIUtil.SetSprite(MyHead.SprItemQuality, ConfigM.GetBigQuality(m_itemInfo.quality).ToString()); ShowLblItemCount(); AddItemComeFrom(); }
/// <summary> /// 计算当前物理防御 /// </summary> /// <param name="phydefend">初始物理防御</param> /// <param name="Addstrength">增长力量</param> /// <param name="Addagility">增长敏捷</param> /// <returns>物理防御</returns> private static int CALC_SOLDIER_PHYDEFEND(int phydefend, int Addstrength, int Addagility) { float k3 = ConfigM.GetAttributeK(3) * 1.0f; float k4 = ConfigM.GetAttributeK(4) * 1.0f; float value = phydefend + Addstrength / k3 + Addagility / k4; return((int)value); }
/// <summary> /// 设置 角色名称 + 彩色品质等级 + 设置角色品质框(背景) + 战斗力 /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); NGUIUtil.SetLableText <string>(MyHead.LblSamllQuality, NGUIUtil.GetSmallQualityStr(quality)); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprTrapPhotoBg, bigLevel.ToString()); }
void SetUI() { MyHead.Lbl8Model.text = string.Format(NGUIUtil.GetStringByKey(70000232), ConfigM.GetShipDesignCellRange(ShipModemType.Ship8Model).Unit); MyHead.Lbl12Model.text = string.Format(NGUIUtil.GetStringByKey(70000232), ConfigM.GetShipDesignCellRange(ShipModemType.Ship12Model).Unit); MyHead.Lbl16Model.text = string.Format(NGUIUtil.GetStringByKey(70000232), ConfigM.GetShipDesignCellRange(ShipModemType.Ship16Model).Unit); MyHead.Lbl24Model.text = string.Format(NGUIUtil.GetStringByKey(70000232), ConfigM.GetShipDesignCellRange(ShipModemType.Ship24Model).Unit); MyHead.Lbl32Model.text = string.Format(NGUIUtil.GetStringByKey(70000232), ConfigM.GetShipDesignCellRange(ShipModemType.Ship32Model).Unit); MyHead.goDesGroup.SetActive(false); }
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); }
public void GoldBomeCoinEffect(float per) { int loss = (int)(CmCarbon.DefenderInfo.Coin * per); CmCarbon.SetAddWinGold(loss); sdata.s_resourcedropInfo Info = ConfigM.GetBuildSourceDropIRow((int)ResourceType.Gold, loss); if (Info != null) { int num = Info.num1; GoldCoinEffect(num, loss); } }
/// <summary> /// 设置 角色名称 + 彩色品质等级 + 设置角色品质框(背景) + 战斗力 /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); MyHead.LblBigQuality.text = NGUIUtil.GetSmallQualityStr(quality); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprHeadBigQualityBg, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); NGUIUtil.SetLableText <string>(MyHead.LblZhanDouLi, string.Format("{0}", Info.m_combat_power)); }
public void SetItem(ItemTypeInfo item) { SprItemQuality.spriteName = ConfigM.GetBigQuality(item.m_Quality).ToString(); NGUIUtil.Set2DSprite(Spr2DItem, "Textures/item/", item.m_Icon.ToString()); if (item.m_func == "Item_AddWood") { LblItemName.text = string.Format(NGUIUtil.GetStringByKey(10000178) + NGUIUtil.GetStringByKey(70000182), item.m_args, item.Num); } else if (item.m_func == "Item_AddCrystal") { LblItemName.text = string.Format(NGUIUtil.GetStringByKey(10000177) + NGUIUtil.GetStringByKey(70000182), item.m_args, item.Num); } }
private void SetUI() { MyHead.LblItemName.text = m_soldierInfo.m_name; int bigLevel = ConfigM.GetBigQuality(m_soldierInfo.Quality); MyHead.LblQualityPlus.text = NGUIUtil.GetSmallQualityStr(m_soldierInfo.Quality); NGUIUtil.Set2DSprite(MyHead.SprItemIco, "Textures/role/", m_soldierInfo.SoldierTypeID.ToString()); NGUIUtil.SetSprite(MyHead.SprItemQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); }
/// <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); }
private void InitializeMonitors() { ConfigM configM = null; Manifest biometricsManifest = null; try { // lookup the biometrics api using the configuration service configM = new ConfigM { ApiUrl = ConfigurationManager.AppSettings["ConfigM"] }; biometricsManifest = configM.GetByName("BiometricsAPI"); _summaryMonitor = new SummaryMonitor(this) { api = biometricsManifest.lineitems["PublicAPI"] }; _temperatureMonitor = new TemperatureMonitor(this) { api = biometricsManifest.lineitems["PublicAPI"] }; _heartRateMonitor = new HeartRateMonitor(this) { api = biometricsManifest.lineitems["PublicAPI"] }; _glucoseMonitor = new GlucoseMonitor(this) { api = biometricsManifest.lineitems["PublicAPI"] }; _oxygenMonitor = new OxygenMonitor(this) { api = biometricsManifest.lineitems["PublicAPI"] }; _bostonMonitor = new BostonMonitor(this) { api = biometricsManifest.lineitems["PublicAPI"] }; _chicagoMonitor = new ChicagoMonitor(this) { api = biometricsManifest.lineitems["PublicAPI"] }; _newYorkMonitor = new NewYorkMonitor(this) { api = biometricsManifest.lineitems["PublicAPI"] }; } catch (Exception ex) { Debug.Write(ex.Message); } }
public static List <StaticShipCanvas> GetAllShipDesignList(ShipModemType type) { Int2 range = ConfigM.GetShipDesignCellRange(type); List <StaticShipCanvas> l = new List <StaticShipCanvas>(); foreach (StaticShipCanvas canvas in m_lShipDesignInfo.Values) { if (canvas != null && canvas.Cell > range.Layer && canvas.Cell <= range.Unit) { l.Add(canvas); } } return(l); }
/// <summary> /// 获取扫荡券个数 /// </summary> public static ItemTypeInfo GetSweepTickets() { int sweepTicketID = ConfigM.GetSweepTicketID(); List <ItemTypeInfo> sweepTickets = new List <ItemTypeInfo>(); foreach (ItemTypeInfo info in m_lItem.Values) { if (info.itemType == sweepTicketID) { return(info); } } return(null); }
public void ResetUI() { eBtnState = FIRE_BTN_STATE.FireBtnNone; Set3DHeadStandby(); DestroyAngryUI(); SetHp(1); SoldierInfo soldierInfo = new SoldierInfo(); soldierInfo = CmCarbon.GetSoldierInfo(CmCarbon.GetPlayer2Camp(m_isPlayer), SoldierDataID); //.GetPlayerSoldierInfo(SoldierDataID); float anger = soldierInfo.m_mp * 1.0f / ConfigM.GetAngerK(1); SetAnger(anger); }
/// <summary> /// 设置剩余技能点数(点数已满) /// </summary> private void SetLeftSkillPoint(int point) { int maxLeftSkillPoints = ConfigM.GetMaxLeftSkillPoints(UserDC.GetVIPLevel()); string str = string.Format("[FF0000]{0}[-]/[FFFFFF]{1}[-]", point, maxLeftSkillPoints); if (m_wndType == 0) { MyHead.LblSkillPointsFull.text = str; } else if (m_wndType == 1) { MyHead.LblSkillPointsNotFull.text = str; } }
static void Main(string[] args) { var count = 0; var configM = new ConfigM { ApiUrl = ConfigurationManager.AppSettings["ConfigM"] }; var profileManifest = configM.GetByName("ProfileM"); var refManifest = configM.GetByName("RefM"); var profileM = new ProfileM { ApiUrl = profileManifest.lineitems[LineitemsKey.PublicAPI] }; var participants = profileM.GetAllByType(UserType.Participant); var refM = new RefM { ApiUrl = refManifest.lineitems[LineitemsKey.PublicAPI] }; var products = refM.GetAllByDomain("Products"); var models = refM.GetAllByDomain("Models"); // create a device registration for each particpant foreach (var p in participants) { var r = new Registration(); foreach (var m in models) { if (m.code == "BIOMAX-HOME") { r.key = string.Empty; r.productline = products[0].code; r.model = m.code; r.version = m.attributes["version"]; r.firmwareversion = m.attributes["firmware"]; } } r.participantid = p.id; var json = ModelManager.ModelToJson <Registration>(r); var filename = AppDomain.CurrentDomain.BaseDirectory + @"data\deviceregistration" + count + ".json"; System.IO.File.WriteAllText(filename, json); Console.WriteLine("Device Registration " + count + " generated"); count++; } }
public static string GetSmallQualityStr(int Quality) { int bigLevel = ConfigM.GetBigQuality(Quality); int smallLevel = ConfigM.GetSmallQuality(Quality); string color = NGUIUtil.GetBigQualityColor(bigLevel); string smallQuality = ""; if (smallLevel > 0) { smallQuality = color + "+" + smallLevel.ToString() + "[-]"; } return(smallQuality); }
/// <summary> /// 设置 角色名称 + 彩色品质等级. /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); MyHead.LblSmallQuality.text = NGUIUtil.GetSmallQualityStr(quality); NGUIUtil.SetLableText <string>(MyHead.LblLv, Info.Level.ToString()); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprRolePhotoBg, bigLevel.ToString()); SetPower(Info.m_combat_power); }
public void SetRewardItem(int itemType, int id, int num) { if (itemType == 1) //英雄整卡 { s_soldier_typeInfo info = SoldierM.GetSoldierType(id); if (info == null) { NGUIUtil.DebugLog("s_soldiertype id = " + id + " 静态表数据未配置!"); return; } else { SetHead(itemType, 0, info.modeltype); MyHead.SprQuality.spriteName = "1"; MyHead.SprQuality.gameObject.SetActive(true); } } else if (itemType == 2) //道具/碎片 { s_itemtypeInfo info = ItemM.GetItemInfo(id); if (info == null) { NGUIUtil.DebugLog("s_itemtype id = " + id + " 静态表数据未配置!"); return; } else { SetHead(info.gtype, info.icon, info.gid); int quality = ConfigM.GetBigQuality(info.quality); MyHead.SprQuality.spriteName = quality.ToString(); } } else if (itemType == 3) //陷阱 { s_building_typeInfo buildinfo = buildingM.GetBuildType(id); MyHead.Roomhead.gameObject.SetActive(true); NGUIUtil.Set2DSprite(MyHead.Roomhead, "Textures/room/", buildinfo.modeltype.ToString()); MyHead.SprQuality.spriteName = "1"; } else if (itemType == 4) //黑科技 { string icon = "Textures/role/" + id; MyHead.SprQuality.gameObject.SetActive(true); MyHead.CaptainHead.gameObject.SetActive(true); NGUIUtil.Set2DSprite(MyHead.CaptainHead, icon); MyHead.SprQuality.spriteName = "1"; } }
private void SetUI() { // AddDoubleLabelItem ("[552d0a]"+NGUIUtil.GetStringByKey(10000058)+"[-]"+m_Info.m_Solidity.ToString() // ,"[552d0a]"+NGUIUtil.GetStringByKey(10000059)+"[-]"+m_Info.m_Intensity.ToString(),22); // // AddDoubleLabelItem ("[552d0a]"+NGUIUtil.GetStringByKey(10000060)+"[-]"+m_Info.m_Tenacity.ToString() // ,"[552d0a]"+NGUIUtil.GetStringByKey(10000057)+"[-]"+m_Info.m_hp.ToString(),22); // // AddDoubleLabelItem ("[552d0a]"+NGUIUtil.GetStringByKey(10000053)+"[-]"+m_Info.m_phyattack.ToString() // ,"[552d0a]"+NGUIUtil.GetStringByKey(10000055)+"[-]"+m_Info.m_phydefend.ToString(),22); // // AddDoubleLabelItem ("[552d0a]"+NGUIUtil.GetStringByKey(10000071)+"[-]"+m_Info.m_magicattack.ToString() // ,"[552d0a]"+NGUIUtil.GetStringByKey(10000056)+"[-]"+m_Info.m_magicdefend.ToString(),22); AddGrayItem(); string StrLimit = ""; int NextQuality = ConfigM.GetNextQuality(m_Info.Quality); int LimitLev = buildingM.GetUpQualityLevelNeed(m_Info); CanQualityResult result = buildingM.GetQualityCanUP(m_Info); if (result == CanQualityResult.QualityMax) { MyHead.table.Reposition(); return; } if (result != CanQualityResult.CanUp) { StrLimit = string.Format("[552d0a]" + NGUIUtil.GetStringByKey(10000072) + "[-]" + "[FF0000]" + NGUIUtil.GetStringByKey(10000091) + "[-]", LimitLev); } else { StrLimit = string.Format("[552d0a]" + NGUIUtil.GetStringByKey(10000072) + ":[-]"); } m_CanUp = result == CanQualityResult.CanUp; AddLabelItem(StrLimit, 20); AddNeedMaTerial(); AddShengJieBtn(); MyHead.table.Reposition(); DoCanShengJie(); }