public RoleBasicInfo GetRoleBasicInfo(ENUM_Role roleType) { for (int i = 0; i < RoleBasicInfos.Count; i++) { if (RoleBasicInfos[i].roleType == roleType) { return(RoleBasicInfos[i]); } } return(null); }
public RoleBasicInfo(string name, string model, string icon, ENUM_Role roleType, int wise, int power, float speed, int hp, int mp) { this.name = name; this.model = model; this.icon = icon; this.roleType = roleType; this.wise = wise; this.power = power; this.speed = speed; this.hp = hp; this.mp = mp; }
public Player(RoleBasicInfo basicInfo, string name) { this.name = name; this.roleType = basicInfo.roleType; this.hp = basicInfo.hp; this.mp = basicInfo.mp; this.speed = basicInfo.speed; this.level = 1; this.exp = 0; this.icon = basicInfo.icon; this.model = basicInfo.model; this.wise = basicInfo.wise; this.power = basicInfo.power; }
public override void Initialize(string s) { m_RootUI = UnityTool.FindGameObject(s); tips = UnityTool.FindChildGameObject(m_RootUI, "Tips"); item = UnityTool.FindChildGameObject(m_RootUI, "CreateRoleItemBtn"); pop = UnityTool.FindChildGameObject(m_RootUI, "Pop"); GoBackBtn = UITool.GetUIComponent <Button>(m_RootUI, "GoBackBtn"); RepeatBtn = UITool.GetUIComponent <Button>(m_RootUI, "RepeatBtn"); ConfirmBtn = UITool.GetUIComponent <Button>(m_RootUI, "ConfirmBtn"); CancelBtn = UITool.GetUIComponent <Button>(m_RootUI, "CancelBtn"); showRole = UITool.GetUIComponent <Image>(m_RootUI, "ShowRole"); input = UITool.GetUIComponent <InputField>(m_RootUI, "InputField"); content = UITool.GetUIComponent <Transform>(m_RootUI, "CreateContent"); pop.SetActive(false); //根据基础信息生成可以创建的角色 List <RoleBasicInfo> roleBasicInfoList = _model.GetRoleBasicInfoConfig(); for (int i = 0; i < roleBasicInfoList.Count; i++) { int k = i; GameObject clone = GameObject.Instantiate(item, content, false); clone.GetComponentInChildren <Text>().text = roleBasicInfoList[k].name; clone.GetComponent <Button>().onClick.AddListener(() => { tips.SetActive(true); showRole.sprite = Resources.Load <Sprite>("RoleShow/" + roleBasicInfoList[k].model); currentType = roleBasicInfoList[k].roleType; }); } currentType = roleBasicInfoList[0].roleType; GoBackBtn.onClick.AddListener(() => { _ctrl.SwitchChooseRolePanel(); }); RepeatBtn.onClick.AddListener(() => { _ctrl.OnRepeatBtnClick(input.text); }); ConfirmBtn.onClick.AddListener(() => { _ctrl.OnConfirmBtnClick(input.text); }); CancelBtn.onClick.AddListener(() => { _ctrl.OnCancelBtnClick(); }); }
/// <summary> /// 读取角色基础属性 /// </summary> private void InitRoleBasicInfoConfig() { string s = AssetFactory.LoadConfig("RoleBasicInfoConfig"); string[] arr = s.Split('&'); for (int i = 1; i < arr.Length; i++) { string[] array = arr[i].Split('|'); string name = array[0].Trim(); string model = array[1].Trim(); string icon = array[2].Trim(); ENUM_Role roleType = (ENUM_Role)int.Parse(array[3].Trim()); int wise = int.Parse(array[4].Trim()); int power = int.Parse(array[5].Trim()); float speed = float.Parse(array[6].Trim()); int hp = int.Parse(array[7].Trim()); int mp = int.Parse(array[8].Trim()); RoleBasicInfo role = new RoleBasicInfo(name, model, icon, roleType, wise, power, speed, hp, mp); RoleBasicInfos.Add(role); } }