Ejemplo n.º 1
0
    //======================================
    private void showNowFlyWingProperty()
    {
        if (m_CurWantEquipFlyWingId == GlobeVar.INVALID_ID)
        {
            m_PropertyNameNow.text = "";
            m_PropertyVlueNow.text = "";
            return;
        }

        Tab_FlyWing curEquipFlyWingTab = TableManager.GetFlyWingByID(m_CurWantEquipFlyWingId, 0);

        if (curEquipFlyWingTab == null)
        {
            return;
        }

        if (curEquipFlyWingTab.ABSORBID <= (int)COMBATATTE.INVALID || curEquipFlyWingTab.ABSORBID >= (int)COMBATATTE.COMBATATTE_MAXNUM)
        {
            return;
        }

        string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)curEquipFlyWingTab.ABSORBID);

        m_PropertyNameNow.text = propertyName;
        m_PropertyVlueNow.text = string.Format("+{0}", curEquipFlyWingTab.ABSORBVLUE);
    }
Ejemplo n.º 2
0
    //显示装备属性
    public void ShowAttr(GameItem item, bool bUnEquiped = false)
    {
        ClearInfo();
        //获得身上对应槽位的装备
        int      slotindex    = item.GetEquipSlotIndex();
        GameItem compareEquip = GameManager.gameManager.PlayerDataPool.EquipPack.GetItem(slotindex);

        Tab_EquipAttr line = TableManager.GetEquipAttrByID(item.DataID, 0);

        if (line != null)
        {
            int index = 0;
            //血上限
            if (line.HP > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HP, "HP");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXHP);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.HP * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.HP);
                ++index;
            }
            //血上限(百分比)
            if (line.HPPer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HPPer, "HPPer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXHP);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.HPPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //蓝上限
            if (line.MP > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MP, "MP");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXMP);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.MP * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.MP);
                ++index;
            }
            //蓝上限(百分比)
            if (line.MPPer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MPPer, "MPPer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXMP);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.MPPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //物理攻击
            if (line.PhysicsAttack > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttack, "PhysicsAttack");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.PhysicsAttack * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.PhysicsAttack);
                ++index;
            }
            //物理攻击(百分比)
            if (line.PhysicsAttackPer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttackPer, "PhysicsAttackPer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.PhysicsAttackPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //法术攻击
            if (line.MagicAttack > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttack, "MagicAttack");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.MagicAttack * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.MagicAttack);
                ++index;
            }
            //法术攻击(百分比)
            if (line.MagicAttackPer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttackPer, "MagicAttackPer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.MagicAttackPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //物理防御
            if (line.PhysicsDefence > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefence, "PhysicsDefence");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.PhysicsDefence * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.PhysicsDefence);
                ++index;
            }
            //物理防御(百分比)
            if (line.PhysicsDefencePer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefencePer, "PhysicsDefencePer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.PhysicsDefencePer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //法术防御
            if (line.MagicDefence > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefence, "MagicDefence");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.MagicDefence * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.MagicDefence);
                ++index;
            }
            //法术防御(百分比)
            if (line.MagicDefencePer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefencePer, "MagicDefencePer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.MagicDefencePer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //攻击速度
            if (line.AttackSpeed > 0 && index < m_Attr.Length && index >= 0)
            {
                //策划要求 隐藏装备攻速属性
                //m_Attr[index].text = string.Format("{0}+{1}", ConvertAttrToString(COMBATATTE.ATTACKSPEED), line.AttackSpeed);
                //m_Attr[index].gameObject.SetActive(true);
                ////策划要求 攻速不受强化和打星影响
                //++index;
            }
            //攻击速度(百分比)
            if (line.AttackSpeedPer > 0 && index < m_Attr.Length && index >= 0)
            {
                //策划要求 隐藏装备攻速属性
                //m_Attr[index].text = string.Format("{0}+{1}%", ConvertAttrToString(COMBATATTE.ATTACKSPEED), line.AttackSpeedPer * 100);
                //m_Attr[index].gameObject.SetActive(true);
                //++index;
            }
            //全攻击
            if (line.AllAttack > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttack, "AllAttack");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1000);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.AllAttack * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.AllAttack);
                ++index;
            }
            //全攻击(百分比)
            if (line.AllAttackPer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttackPer, "AllAttackPer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1000);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.AllAttackPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //全防御
            if (line.AllDefence > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefence, "AllDefence");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1001);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.AllDefence * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.AllDefence);
                ++index;
            }
            //全防御(百分比)
            if (line.AllDefencePer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefencePer, "AllDefencePer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1001);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.AllDefencePer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            // delete cut lines
            //if (index >= 1)
            //{
            //    if ((index - 1) >= 0 && (index - 1) < m_CutLine.Length)
            //    {
            //        m_CutLine[index - 1].SetActive(true);
            //    }

            //}
            //附加属性
            for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex)
            {
                int   attrType  = line.GetAddAttrTypebyIndex(attrIndex);
                float attrValue = line.GetAddAttrValuebyIndex(attrIndex);
                if ((attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM) || attrType == 1000 || attrType == 1001)
                {
                    if (attrValue > 0)
                    {
                        if (index < m_Attr.Length && index >= 0)
                        {
                            //策划要求隐藏装备攻速属性
                            if (attrType == (int)COMBATATTE.ATTACKSPEED)
                            {
                                continue;
                            }

                            string strColor = GetAttrColor(bUnEquiped, compareEquip, attrValue, "AddAttr", attrIndex);
                            m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)attrType);
                            m_AttrValue[index].text = strColor + string.Format("+{0}", (int)attrValue);
                            m_AttrWhole[index].SetActive(true);
                            if (attrType != (int)COMBATATTE.ATTACKSPEED) //策划要求 攻速不受强化和打星影响
                            {
                                //强化
                                SetEnchanceAndStarAttr(item, index, attrValue, true);
                                //策划要求 附加属性不受打星影响
                            }
                            ++index;
                        }
                    }
                }
            }
            //附加属性(百分比)
            for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex)
            {
                int   attrType = line.GetAddAttrTypebyIndex(attrIndex);
                float attrPer  = line.GetAddAttrPerbyIndex(attrIndex);
                if (attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM && attrPer > 0)
                {
                    if (index < m_Attr.Length && index >= 0)
                    {
                        string strColor = GetAttrColor(bUnEquiped, compareEquip, attrPer, "AddAttrPer", attrIndex);

                        m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)attrIndex);
                        m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(attrPer * 100));
                        m_AttrWhole[index].SetActive(true);
                        ++index;
                    }
                }
            }

            //神器属性
            if (item != null && item.IsShenQiEquipMent())
            {
                Tab_ShenQiInfo _ShenQiInfo = TableManager.GetShenQiInfoByID(item.DataID, 0);
                if (_ShenQiInfo != null)
                {
                    //   技能信息
                    int SkillInfIndex = (int)ShenQiDyData.SkillId;
                    if (SkillInfIndex >= 0 && SkillInfIndex < item.DynamicData.Length)
                    {
                        Tab_SkillEx _skillEx = TableManager.GetSkillExByID(item.DynamicData[(int)ShenQiDyData.SkillId], 0);
                        if (_skillEx != null)
                        {
                            Tab_SkillBase _SkillBase = TableManager.GetSkillBaseByID(_skillEx.BaseId, 0);
                            if (_SkillBase != null)
                            {
                                // delete cut lines
                                //if (index >= 1 && index - 1 < m_CutLine.Length)
                                //{
                                //    m_CutLine[index - 1].SetActive(true);
                                //}
                                m_ShenQiSkillNameLable.text = _SkillBase.Name + "(" + _skillEx.Level + "/" + _ShenQiInfo.MaxSkillLev + ")";
                                m_ShenQiSkillDescLable.text = _skillEx.SkillDesc;
                                m_ShenQiSkillName.SetActive(true);
                                m_ShenQiSkillDesc.SetActive(true);
                            }
                        }
                    }
                    //属性条
                    int nLastAttrIndex = -1;
                    for (int i = 0; i < (int)ShenQiInfo.MAXRANDATTRNUM && i < m_ShenQiAttrWhole.Length; i++)
                    {
                        if (i + (int)ShenQiDyData.Attr1Info >= 0 && i + (int)ShenQiDyData.Attr1Info < item.DynamicData.Length)
                        {
                            int AttrRandData = item.DynamicData[i + (int)ShenQiDyData.Attr1Info];
                            if (AttrRandData > 0)
                            {
                                int AttrType    = item.GetShenQiRandAttrType(AttrRandData);
                                int AttrNum     = item.GetShenQiRandAttrNum(AttrRandData);
                                int AttrQuality = item.GetShenQiRandAttrQuality(AttrRandData);
                                m_ShenQiAttrName[i].text = Utils.GetItemNameColor(AttrQuality + 1) + Utils.GetAttrTypeString(AttrType);
                                //if (1 + _ShenQiInfo.ShenQiRefixPer > 0 && _ShenQiInfo.ShenQiRefixPer > 0)
                                //{
                                //    int nBaseAttr = (int)((AttrNum * 1.0f) / (1 + _ShenQiInfo.ShenQiRefixPer));
                                //    int nFixAttr = (int)(AttrNum * _ShenQiInfo.ShenQiRefixPer);
                                //    m_ShenQiAttrValue[i].text = Utils.GetItemNameColor(AttrQuality+1) + "+" + nBaseAttr.ToString() + "+" + nFixAttr.ToString();
                                //}
                                //else
                                {
                                    m_ShenQiAttrValue[i].text = Utils.GetItemNameColor(AttrQuality + 1) + "+" + AttrNum;
                                }
                                m_ShenQiAttrWhole[i].SetActive(true);
                                nLastAttrIndex = i;
                            }
                        }
                    }
                    //分界线
                    //   m_ShenQiSkillCutLine.SetActive(true);
                    if (nLastAttrIndex >= 0 && nLastAttrIndex < m_ShenQiAttrCutLine.Length)
                    {
                        m_ShenQiAttrCutLine[nLastAttrIndex].SetActive(true);
                    }
                    //m_ShenQiCutLine2.SetActive(true);
                }
            }
            //m_Grid.Reposition();
            //m_TopGrid.Recenter(true);
            m_Table.sorted          = true;
            m_Table.hideInactive    = true;
            m_Table.keepWithinPanel = true;
            m_Table.repositionNow   = true;
        }
    }
Ejemplo n.º 3
0
    //显示套装属性
    public void ShowEquipSetAttr(GameItem item)
    {
        ClearInfo();
        int setId = item.GetEquipSetId();

        if (setId >= 0)
        {
            Tab_EquipSet line = TableManager.GetEquipSetByID(setId, 0);
            if (line != null)
            {
                for (int index = 0; index < 8; index++)
                {
                    m_Attr[index].text = "[626262]";
                }
                GameItemContainer equipPack = GameManager.gameManager.PlayerDataPool.EquipPack;

                //显示套装名称
                int labelIndex = 0;
                m_Attr[labelIndex].text = "[FF9933]" + line.Name;
                m_AttrWhole[labelIndex].SetActive(true);
                labelIndex++;

                for (int index = 0; index < line.getEquipIdCount(); index++)
                {
                    int equipid = line.GetEquipIdbyIndex(index);
                    if (equipid != -1)
                    {
                        Tab_CommonItem lineCommonitem = TableManager.GetCommonItemByID(equipid, 0);
                        if (lineCommonitem != null)
                        {
                            int relatedId = ItemTool.GetEquipIdByTransferSetId(equipid);
                            if (equipPack.GetItemCountByDataId(equipid) > 0 ||
                                equipPack.GetItemCountByDataId(relatedId) > 0)
                            {
                                m_Attr[labelIndex].text += "[FF9933]";
                            }
                            else
                            {
                                m_Attr[labelIndex].text += "[626262]";
                            }
                            m_Attr[labelIndex].text += lineCommonitem.Name;
                            m_AttrWhole[labelIndex].SetActive(true);
                            labelIndex++;
                        }
                    }
                }

                //m_Attr[labelIndex].text = "[FF9933]套装属性:";
                m_Attr[labelIndex].text = StrDictionary.GetClientDictionaryString("#{2878}");
                m_AttrWhole[labelIndex].SetActive(true);
                labelIndex++;

                int    equipCount = equipPack.GetEquipCountBySetId(setId);
                string color      = "[626262]";
                //显示两件套效果
                if (line.GetEffectTypebyIndex(0) != -1)
                {
                    if (equipCount >= 2)
                    {
                        color += "[FF9933]";
                    }
                    m_Attr[labelIndex].text += color;
                    m_Attr[labelIndex].text += StrDictionary.GetClientDictionaryString("#{1448}");
                    m_AttrWhole[labelIndex].SetActive(true);
                    labelIndex++;
                    string text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString((COMBATATTE)line.GetEffectTypebyIndex(0)), line.GetEffectValuebyIndex(0));
                    m_Attr[labelIndex].text += color;
                    m_Attr[labelIndex].text += "    " + text;
                    m_AttrWhole[labelIndex].SetActive(true);
                    labelIndex++;
                }
                color = "[626262]";
                //显示三件套效果
                if (line.GetEffectTypebyIndex(1) != -1)
                {
                    if (equipCount >= 3)
                    {
                        color += "[FF9933]";
                    }
                    m_Attr[labelIndex].text += color;
                    m_Attr[labelIndex].text += StrDictionary.GetClientDictionaryString("#{1449}");
                    m_AttrWhole[labelIndex].SetActive(true);
                    labelIndex++;
                    string text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString((COMBATATTE)line.GetEffectTypebyIndex(1)), line.GetEffectValuebyIndex(1));
                    m_Attr[labelIndex].text += color;
                    m_Attr[labelIndex].text += "    " + text;
                    m_AttrWhole[labelIndex].SetActive(true);
                    labelIndex++;
                }
                color = "[626262]";
                //显示四件套效果
                if (line.GetEffectTypebyIndex(2) != -1)
                {
                    if (equipCount >= 4)
                    {
                        color += "[FF9933]";
                    }
                    m_Attr[labelIndex].text += color;
                    m_Attr[labelIndex].text += StrDictionary.GetClientDictionaryString("#{1450}");
                    m_AttrWhole[labelIndex].SetActive(true);
                    labelIndex++;
                    string text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString((COMBATATTE)line.GetEffectTypebyIndex(2)), line.GetEffectValuebyIndex(2));
                    m_Attr[labelIndex].text += color;
                    m_Attr[labelIndex].text += "    " + text;
                    m_AttrWhole[labelIndex].SetActive(true);
                    labelIndex++;
                }
                //m_Grid.Reposition();
                // m_TopGrid.Recenter(true);
                m_Table.sorted          = true;
                m_Table.hideInactive    = true;
                m_Table.keepWithinPanel = true;
                m_Table.repositionNow   = true;
            }
        }
    }
    void ShowSwordsManEffect()
    {
        SwordsManContainer Container = GameManager.gameManager.PlayerDataPool.GetSwordsManContainer(m_PackType);

        if (Container == null)
        {
            return;
        }
        SwordsMan oSwordsMan = Container.GetSwordsManByGuid(m_SwordsManGuid);

        if (oSwordsMan == null)
        {
            LogModule.ErrorLog("ShowSwordsManEffect::oSwordsMan is null");
            return;
        }
        Tab_SwordsManAttr pAttrTable = TableManager.GetSwordsManAttrByID(oSwordsMan.DataId, 0);

        if (null == pAttrTable)
        {
            LogModule.ErrorLog("ShowSwordsManEffect::pAttrTable is null");
            return;
        }

        for (int i = 0; i < m_LabelCurEffect.Length; i++)
        {
            m_LabelCurEffect[i].gameObject.SetActive(false);
        }
        for (int i = 0; i < m_LabelNextEffect.Length; i++)
        {
            m_LabelNextEffect[i].gameObject.SetActive(false);
        }
        int nCurEffectIndex  = 0;
        int nNextEffectIndex = 0;

        for (int i = 0; i < pAttrTable.getAddAttrTypeCount(); i++)
        {
            COMBATATTE nAttrType           = (COMBATATTE)pAttrTable.GetAddAttrTypebyIndex(i);
            int        nAttrValue          = oSwordsMan.GetComBatAttrById(nAttrType);
            int        nNextLevelAttrValue = oSwordsMan.GetNextLevelComBatAttrById(nAttrType);
            if (nAttrValue > 0 && nCurEffectIndex < m_LabelCurEffect.Length && nCurEffectIndex >= 0)
            {
                //m_LabelCurEffect[nCurEffectIndex].text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString(nAttrType), nAttrValue.ToString());
                m_LabelCurEffect[nCurEffectIndex].text = StrDictionary.GetClientDictionaryString("#{3339}", ItemTool.ConvertAttrToString(nAttrType), nAttrValue.ToString());
                m_LabelCurEffect[nCurEffectIndex].gameObject.SetActive(true);
                ++nCurEffectIndex;
            }
            if (nNextLevelAttrValue > 0 && nNextEffectIndex < m_LabelNextEffect.Length && nNextEffectIndex >= 0)
            {
                //m_LabelNextEffect[nNextEffectIndex].text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString(nAttrType), nNextLevelAttrValue.ToString());
                m_LabelNextEffect[nNextEffectIndex].text = StrDictionary.GetClientDictionaryString("#{3339}", ItemTool.ConvertAttrToString(nAttrType), nNextLevelAttrValue.ToString());
                m_LabelNextEffect[nNextEffectIndex].gameObject.SetActive(true);
                ++nNextEffectIndex;
            }
        }

        if (m_CurEffectGrid != null)
        {
            m_CurEffectGrid.SetActive(true);
        }
        if (m_CurEffectTitle != null)
        {
            m_CurEffectTitle.SetActive(true);
        }
        if (oSwordsMan.IsFullLevel())
        {
            if (m_NextEffectGrid != null)
            {
                m_NextEffectGrid.SetActive(false);
            }
            if (m_NextEffectTitle != null)
            {
                m_NextEffectTitle.SetActive(false);
            }
        }
        else
        {
            if (m_NextEffectGrid != null)
            {
                m_NextEffectGrid.SetActive(true);
            }
            if (m_NextEffectTitle != null)
            {
                m_NextEffectTitle.SetActive(true);
            }
        }
    }
Ejemplo n.º 5
0
    /// <summary>
    /// 侠客属性加成效果
    /// </summary>
    void ShowSwordsManEffect()
    {
        if (m_SwordsMan == null)
        {
            LogModule.ErrorLog("ShowSwordsManEffect::m_SwordsMan is null");
            return;
        }
        Tab_SwordsManAttr pAttrTable = TableManager.GetSwordsManAttrByID(m_SwordsMan.DataId, 0);

        if (null == pAttrTable)
        {
            LogModule.ErrorLog("ShowSwordsManEffect::pAttrTable is null");
            return;
        }
        for (int i = 0; i < m_LabelCurEffect.Length; i++)
        {
            m_LabelCurEffect[i].gameObject.SetActive(false);
        }
        for (int i = 0; i < m_LabelNextEffect.Length; i++)
        {
            m_LabelNextEffect[i].gameObject.SetActive(false);
        }

        int nNextEffectIndex = 0;
        int nCurEffectIndex  = 0;

        for (int i = 0; i < pAttrTable.getAddAttrTypeCount(); i++)
        {
            COMBATATTE nAttrType           = (COMBATATTE)pAttrTable.GetAddAttrTypebyIndex(i);
            int        nAttrValue          = m_SwordsMan.GetComBatAttrById(nAttrType);
            int        nNextLevelAttrValue = m_SwordsMan.GetNextLevelComBatAttrById(nAttrType);
            if (nAttrValue > 0 && nCurEffectIndex < m_LabelCurEffect.Length && nCurEffectIndex >= 0)
            {
                m_LabelCurEffect[nCurEffectIndex].text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString(nAttrType), nAttrValue.ToString());
                m_LabelCurEffect[nCurEffectIndex].gameObject.SetActive(true);
                ++nCurEffectIndex;
            }
            if (nNextLevelAttrValue > 0 && nNextEffectIndex < m_LabelNextEffect.Length && nNextEffectIndex >= 0)
            {
                m_LabelNextEffect[nNextEffectIndex].text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString(nAttrType), nNextLevelAttrValue.ToString());
                m_LabelNextEffect[nNextEffectIndex].gameObject.SetActive(true);
                ++nNextEffectIndex;
            }
        }

        if (m_ShowType == SwordsMan_ShowType.Equiped || m_ShowType == SwordsMan_ShowType.UnEquiped)
        {
            if (m_SwordsMan.IsFullLevel())
            {
                if (m_NextEffectGrid != null)
                {
                    m_NextEffectGrid.SetActive(false);
                }
                if (m_NextEffectTitle != null)
                {
                    m_NextEffectTitle.SetActive(false);
                }
            }
            else
            {
                if (m_NextEffectGrid != null)
                {
                    m_NextEffectGrid.SetActive(true);
                }
                if (m_NextEffectTitle != null)
                {
                    m_NextEffectTitle.SetActive(true);
                }
            }
        }
        else if (m_ShowType == SwordsMan_ShowType.ScoreShop || m_ShowType == SwordsMan_ShowType.ChatLink)
        {
            if (m_NextEffectTitle != null)
            {
                m_NextEffectTitle.SetActive(false);
            }
            if (m_NextEffectGrid != null)
            {
                m_NextEffectGrid.SetActive(false);
            }
        }
    }
Ejemplo n.º 6
0
    void ShowEquipAttrInfo(EquipStrengthenItemLogic itemLogic)
    {
        ClearInfo();
        int           itemId = itemLogic.getGameItem().DataID;
        Tab_EquipAttr line   = TableManager.GetEquipAttrByID(itemId, 0);

        if (line != null)
        {
            int index = 0;
            //血上限
            if (line.HP > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HP, "HP");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.MAXHP);
                m_AttrValue[index].text = string.Format("+{0}", (int)(line.HP * itemLogic.getGameItem().GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                //SetEnchanceAndStarAttr(item, index, line.HP);
                ++index;
            }
            //血上限(百分比)
            if (line.HPPer > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HPPer, "HPPer");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.MAXHP);
                m_AttrValue[index].text = string.Format("+{0}%", (int)(line.HPPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //蓝上限
            if (line.MP > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MP, "MP");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.MAXMP);
                m_AttrValue[index].text = string.Format("+{0}", (int)(line.MP * itemLogic.getGameItem().GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                //SetEnchanceAndStarAttr(item, index, line.MP);
                ++index;
            }
            //蓝上限(百分比)
            if (line.MPPer > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MPPer, "MPPer");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.MAXMP);
                m_AttrValue[index].text = string.Format("+{0}%", (int)(line.MPPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //物理攻击
            if (line.PhysicsAttack > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttack, "PhysicsAttack");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK);
                m_AttrValue[index].text = string.Format("+{0}", (int)(line.PhysicsAttack * itemLogic.getGameItem().GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                //SetEnchanceAndStarAttr(item, index, line.PhysicsAttack);
                ++index;
            }
            //物理攻击(百分比)
            if (line.PhysicsAttackPer > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttackPer, "PhysicsAttackPer");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK);
                m_AttrValue[index].text = string.Format("+{0}%", (int)(line.PhysicsAttackPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //法术攻击
            if (line.MagicAttack > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttack, "MagicAttack");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK);
                m_AttrValue[index].text = string.Format("+{0}", (int)(line.MagicAttack * itemLogic.getGameItem().GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                //SetEnchanceAndStarAttr(item, index, line.MagicAttack);
                ++index;
            }
            //法术攻击(百分比)
            if (line.MagicAttackPer > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttackPer, "MagicAttackPer");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK);
                m_AttrValue[index].text = string.Format("+{0}%", (int)(line.MagicAttackPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //物理防御
            if (line.PhysicsDefence > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefence, "PhysicsDefence");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF);
                m_AttrValue[index].text = string.Format("+{0}", (int)(line.PhysicsDefence * itemLogic.getGameItem().GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                //SetEnchanceAndStarAttr(item, index, line.PhysicsDefence);
                ++index;
            }
            //物理防御(百分比)
            if (line.PhysicsDefencePer > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefencePer, "PhysicsDefencePer");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF);
                m_AttrValue[index].text = string.Format("+{0}%", (int)(line.PhysicsDefencePer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //法术防御
            if (line.MagicDefence > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefence, "MagicDefence");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF);
                m_AttrValue[index].text = string.Format("+{0}", (int)(line.MagicDefence * itemLogic.getGameItem().GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                //SetEnchanceAndStarAttr(item, index, line.MagicDefence);
                ++index;
            }
            //法术防御(百分比)
            if (line.MagicDefencePer > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefencePer, "MagicDefencePer");
                m_Attr[index].text      = ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF);
                m_AttrValue[index].text = string.Format("+{0}%", (int)(line.MagicDefencePer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //全攻击
            if (line.AllAttack > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttack, "AllAttack");
                m_Attr[index].text      = ItemTool.ConvertAttrToString((COMBATATTE)1000);
                m_AttrValue[index].text = string.Format("+{0}", (int)(line.AllAttack * itemLogic.getGameItem().GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                //SetEnchanceAndStarAttr(item, index, line.AllAttack);
                ++index;
            }
            //全攻击(百分比)
            if (line.AllAttackPer > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttackPer, "AllAttackPer");
                m_Attr[index].text      = ItemTool.ConvertAttrToString((COMBATATTE)1000);
                m_AttrValue[index].text = string.Format("+{0}%", (int)(line.AllAttackPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //全防御
            if (line.AllDefence > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefence, "AllDefence");
                m_Attr[index].text      = ItemTool.ConvertAttrToString((COMBATATTE)1001);
                m_AttrValue[index].text = string.Format("+{0}", (int)(line.AllDefence * itemLogic.getGameItem().GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                //SetEnchanceAndStarAttr(item, index, line.AllDefence);
                ++index;
            }
            //全防御(百分比)
            if (line.AllDefencePer > 0 && index < m_Attr.Length && index >= 0)
            {
                //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefencePer, "AllDefencePer");
                m_Attr[index].text      = ItemTool.ConvertAttrToString((COMBATATTE)1001);
                m_AttrValue[index].text = string.Format("+{0}%", (int)(line.AllDefencePer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //附加属性
            for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex)
            {
                int   attrType  = line.GetAddAttrTypebyIndex(attrIndex);
                float attrValue = line.GetAddAttrValuebyIndex(attrIndex);
                if ((attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM) || attrType == 1000 || attrType == 1001)
                {
                    if (attrValue > 0)
                    {
                        if (index < m_Attr.Length && index >= 0)
                        {
                            //策划要求隐藏装备攻速属性
                            if (attrType == (int)COMBATATTE.ATTACKSPEED)
                            {
                                continue;
                            }

                            //string strColor = GetAttrColor(bUnEquiped, compareEquip, attrValue, "AddAttr", attrIndex);
                            m_Attr[index].text      = ItemTool.ConvertAttrToString((COMBATATTE)attrType);
                            m_AttrValue[index].text = string.Format("+{0}", (int)attrValue);
                            m_AttrWhole[index].SetActive(true);
                            if (attrType != (int)COMBATATTE.ATTACKSPEED) //策划要求 攻速不受强化和打星影响
                            {
                                //强化
                                //SetEnchanceAndStarAttr(item, index, attrValue, true);
                                //策划要求 附加属性不受打星影响
                            }
                            ++index;
                        }
                    }
                }
            }
            //附加属性(百分比)
            for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex)
            {
                int   attrType = line.GetAddAttrTypebyIndex(attrIndex);
                float attrPer  = line.GetAddAttrPerbyIndex(attrIndex);
                if (attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM && attrPer > 0)
                {
                    if (index < m_Attr.Length && index >= 0)
                    {
                        //string strColor = GetAttrColor(bUnEquiped, compareEquip, attrPer, "AddAttrPer", attrIndex);

                        m_Attr[index].text      = ItemTool.ConvertAttrToString((COMBATATTE)attrIndex);
                        m_AttrValue[index].text = string.Format("+{0}%", (int)(attrPer * 100));
                        m_AttrWhole[index].SetActive(true);
                        ++index;
                    }
                }
            }
        }
    }
    //显示装备属性
    public void ShowAttr(GameItem item)
    {
        for (int i = 0; i < m_AttrName.Length; ++i)
        {
            m_AttrName[i].text  = "";
            m_AddAttr[i].text   = "";
            m_AttrValue[i].text = "";
            m_AttrWhole[i].SetActive(false);
            m_CurAttr[i].text = "";
        }
        string        strStar     = "";
        string        curStrStar  = "";
        Tab_EquipStar starline    = TableManager.GetEquipStarByID(item.StarLevel + 1, 0);
        Tab_EquipStar curStarline = TableManager.GetEquipStarByID(item.StarLevel, 0);

        //if (starline != null && curStarline != null)
        if (starline != null)
        {
            strStar = (starline.AttrRate * 100 + 100).ToString() + "%";
            if (curStarline != null)
            {
                curStrStar = (curStarline.AttrRate * 100 + 100).ToString() + "%";
            }
            else
            {
                curStrStar = "0%";
            }
        }
        string        strColor = "[00A0FF]";
        Tab_EquipAttr line     = TableManager.GetEquipAttrByID(item.DataID, 0);

        if (line != null)
        {
            int index = 0;
            //血上限
            if (line.HP > 0 && index < m_AttrName.Length && index >= 0)
            {
                //打星加成属性
                m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXHP);
                m_AddAttr[index].text  = strStar;
                m_CurAttr[index].text  = curStrStar;
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //蓝上限
            if (line.MP > 0 && index < m_AttrName.Length && index >= 0)
            {
                m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXMP);
                m_AddAttr[index].text  = strStar;
                m_CurAttr[index].text  = curStrStar;
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //物理攻击
            if (line.PhysicsAttack > 0 && index < m_AttrName.Length && index >= 0)
            {
                m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK);
                m_AddAttr[index].text  = strStar;
                m_CurAttr[index].text  = curStrStar;
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //法术攻击
            if (line.MagicAttack > 0 && index < m_AttrName.Length && index >= 0)
            {
                m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK);
                m_AddAttr[index].text  = strStar;
                m_CurAttr[index].text  = curStrStar;
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //物理防御
            if (line.PhysicsDefence > 0 && index < m_AttrName.Length && index >= 0)
            {
                m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF);
                m_AddAttr[index].text  = strStar;
                m_CurAttr[index].text  = curStrStar;
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //法术防御
            if (line.MagicDefence > 0 && index < m_AttrName.Length && index >= 0)
            {
                m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF);
                m_AddAttr[index].text  = strStar;
                m_CurAttr[index].text  = curStrStar;
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //全攻击
            if (line.AllAttack > 0 && index < m_AttrName.Length && index >= 0)
            {
                m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1000);
                m_AddAttr[index].text  = strStar;
                m_CurAttr[index].text  = curStrStar;
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //全防御
            if (line.AllDefence > 0 && index < m_AttrName.Length && index >= 0)
            {
                m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1001);
                m_AddAttr[index].text  = strStar;
                m_CurAttr[index].text  = curStrStar;
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            ////打星不加附加属性
            //for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex)
            //{
            //    int attrType = line.GetAddAttrTypebyIndex(attrIndex);
            //    float attrValue = line.GetAddAttrValuebyIndex(attrIndex);
            //    if ((attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM) || attrType == 1000 || attrType == 1001)
            //    {
            //        if (attrValue > 0)
            //        {
            //            if (index < m_AttrName.Length && index >= 0)
            //            {
            //                //策划要求隐藏装备攻速属性
            //                if (attrType == (int)COMBATATTE.ATTACKSPEED)
            //                {
            //                    continue;
            //                }
            //                m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)attrType);
            //                m_AddAttr[index].text = strStar;
            //                m_AttrWhole[index].SetActive(true);
            //                ++index;
            //            }
            //        }
            //    }
            //}
            m_Grid.Reposition();
            m_TopGrid.Recenter(true);
        }
    }
Ejemplo n.º 8
0
    //显示装备属性
    public void ShowAttr(GameItem item)
    {
        for (int i = 0; i < m_AttrName.Length; ++i)
        {
            m_AttrName[i].text = "";
            m_AddAttr[i].text  = "";
            m_AttrWhole[i].SetActive(false);
            m_CurAttr[i].text = "";
        }
        string strColor = "[00A0FF]";
        //Tab_EquipEnchance curEnchanceLine = TableManager.GetEquipEnchanceByID(item.EnchanceLevel.ToString(), 0);
        Tab_EquipEnchance nextEnchanceLine = TableManager.GetEquipEnchanceByID(item.EnchanceLevel + 1, 0);

//        Tab_EquipEnchance curEnchanceLine = TableManager.GetEquipEnchanceByID(item.EnchanceLevel, 0);
        //if (nextEnchanceLine != null && curEnchanceLine != null)
        if (nextEnchanceLine != null)
        {
            Tab_EquipAttr line = TableManager.GetEquipAttrByID(item.DataID, 0);
            if (line != null)
            {
                int index = 0;
                //血上限
                if (line.HP > 0 && index < m_AttrName.Length && index >= 0)
                {
                    //打星加成属性
                    m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXHP);
                    m_AddAttr[index].text  = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.HP).ToString());
                    m_CurAttr[index].text  = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.HP).ToString());
                    m_AttrWhole[index].SetActive(true);
                    ++index;
                }
                //蓝上限
                if (line.MP > 0 && index < m_AttrName.Length && index >= 0)
                {
                    m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXMP);
                    m_AddAttr[index].text  = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.MP).ToString());
                    m_CurAttr[index].text  = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.MP).ToString());
                    m_AttrWhole[index].SetActive(true);
                    ++index;
                }
                //物理攻击
                if (line.PhysicsAttack > 0 && index < m_AttrName.Length && index >= 0)
                {
                    m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK);
                    m_AddAttr[index].text  = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.PhysicsAttack).ToString());
                    m_CurAttr[index].text  = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.PhysicsAttack).ToString());
                    m_AttrWhole[index].SetActive(true);
                    ++index;
                }
                //法术攻击
                if (line.MagicAttack > 0 && index < m_AttrName.Length && index >= 0)
                {
                    m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK);
                    m_AddAttr[index].text  = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.MagicAttack).ToString());
                    m_CurAttr[index].text  = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.MagicAttack).ToString());
                    m_AttrWhole[index].SetActive(true);
                    ++index;
                }
                //物理防御
                if (line.PhysicsDefence > 0 && index < m_AttrName.Length && index >= 0)
                {
                    m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF);
                    m_AddAttr[index].text  = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.PhysicsDefence).ToString());
                    m_CurAttr[index].text  = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.PhysicsDefence).ToString());
                    m_AttrWhole[index].SetActive(true);
                    ++index;
                }
                //法术防御
                if (line.MagicDefence > 0 && index < m_AttrName.Length && index >= 0)
                {
                    m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF);
                    m_AddAttr[index].text  = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.MagicDefence).ToString());
                    m_CurAttr[index].text  = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.MagicDefence).ToString());
                    m_AttrWhole[index].SetActive(true);
                    ++index;
                }
                //全攻击
                if (line.AllAttack > 0 && index < m_AttrName.Length && index >= 0)
                {
                    m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1000);
                    m_AddAttr[index].text  = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.AllAttack).ToString());
                    m_CurAttr[index].text  = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.AllAttack).ToString());
                    m_AttrWhole[index].SetActive(true);
                    ++index;
                }
                //全防御
                if (line.AllDefence > 0 && index < m_AttrName.Length && index >= 0)
                {
                    m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1001);
                    m_AddAttr[index].text  = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.AllDefence).ToString());
                    m_CurAttr[index].text  = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.AllDefence).ToString());
                    m_AttrWhole[index].SetActive(true);
                    ++index;
                }
                //附加属性
                for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex)
                {
                    int   attrType  = line.GetAddAttrTypebyIndex(attrIndex);
                    float attrValue = line.GetAddAttrValuebyIndex(attrIndex);
                    if ((attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM) || attrType == 1000 || attrType == 1001)
                    {
                        if (attrValue > 0)
                        {
                            if (index < m_AttrName.Length && index >= 0)
                            {
                                //策划要求隐藏装备攻速属性
                                if (attrType == (int)COMBATATTE.ATTACKSPEED)
                                {
                                    continue;
                                }
                                m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)attrType);
                                m_AddAttr[index].text  = string.Format("+{0}", GetNextEnchanceAttr(item, (int)attrValue).ToString());
                                m_CurAttr[index].text  = string.Format("+{0}", GetCurEnchanceAttr(item, (int)attrValue).ToString());
                                m_AttrWhole[index].SetActive(true);
                                ++index;
                            }
                        }
                    }
                }
                m_Grid.Reposition();
                m_TopGrid.Recenter(true);
            }
        }
    }
Ejemplo n.º 9
0
    private void _showBasePropertyByEquipFlyWingId(int id)
    {
        // if (GameManager.gameManager.FlyWingMananger.CurEquipFlyWingId != GlobeVar.INVALID_ID)
        {
            Tab_FlyWing flyWingTab = TableManager.GetFlyWingByID(id, 0);
            if (flyWingTab != null)
            {
                if (flyWingTab.BASE1ID != GlobeVar.INVALID_ID && flyWingTab.BASE1VLUE != GlobeVar.INVALID_ID)
                {
                    if (flyWingTab.BASE1ID > (int)COMBATATTE.INVALID && flyWingTab.BASE1ID < (int)COMBATATTE.COMBATATTE_MAXNUM)
                    {
                        string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE1ID);
                        m_PropertyName1.text = propertyName;
                        m_PropertyVlue1.text = string.Format("+{0}", flyWingTab.BASE1VLUE);
                    }
                    else
                    {
                        m_PropertyName1.text = "";
                        m_PropertyVlue1.text = "";
                    }
                }

                if (flyWingTab.BASE2ID != GlobeVar.INVALID_ID && flyWingTab.BASE2VLUE != GlobeVar.INVALID_ID)
                {
                    if (flyWingTab.BASE2ID > (int)COMBATATTE.INVALID && flyWingTab.BASE2ID < (int)COMBATATTE.COMBATATTE_MAXNUM)
                    {
                        string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE2ID);
                        m_PropertyName2.text = propertyName;
                        m_PropertyVlue2.text = string.Format("+{0}", flyWingTab.BASE2VLUE);
                    }

                    else
                    {
                        m_PropertyName2.text = "";
                        m_PropertyName2.text = "";
                    }
                }

                if (flyWingTab.BASE3ID != GlobeVar.INVALID_ID && flyWingTab.BASE3VLUE != GlobeVar.INVALID_ID)
                {
                    if (flyWingTab.BASE3ID > (int)COMBATATTE.INVALID && flyWingTab.BASE3ID < (int)COMBATATTE.COMBATATTE_MAXNUM)
                    {
                        string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE3ID);
                        m_PropertyName3.text = propertyName;
                        m_PropertyVlue3.text = string.Format("+{0}", flyWingTab.BASE3VLUE);
                    }

                    else
                    {
                        m_PropertyName3.text = "";
                        m_PropertyVlue3.text = "";
                    }
                }

                if (flyWingTab.BASE4ID != GlobeVar.INVALID_ID && flyWingTab.BASE4VLUE != GlobeVar.INVALID_ID)
                {
                    if (flyWingTab.BASE4ID > (int)COMBATATTE.INVALID && flyWingTab.BASE4ID < (int)COMBATATTE.COMBATATTE_MAXNUM)
                    {
                        string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE4ID);
                        m_PropertyName4.text = propertyName;
                        m_PropertyVlue4.text = string.Format("+{0}", flyWingTab.BASE4VLUE);
                    }

                    else
                    {
                        m_PropertyName4.text = "";
                        m_PropertyVlue4.text = "";
                    }
                }

                if (flyWingTab.BASE5ID != GlobeVar.INVALID_ID && flyWingTab.BASE5VLUE != GlobeVar.INVALID_ID)
                {
                    if (flyWingTab.BASE5ID > (int)COMBATATTE.INVALID && flyWingTab.BASE5ID < (int)COMBATATTE.COMBATATTE_MAXNUM)
                    {
                        string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE5ID);
                        m_PropertyName5.text = propertyName;
                        m_PropertyVlue5.text = string.Format("+{0}", flyWingTab.BASE5VLUE);
                    }
                    else
                    {
                        m_PropertyName5.text = "";
                        m_PropertyVlue5.text = "";
                    }
                }

                if (flyWingTab.BASE6ID != GlobeVar.INVALID_ID && flyWingTab.BASE6VLUE != GlobeVar.INVALID_ID)
                {
                    if (flyWingTab.BASE6ID > (int)COMBATATTE.INVALID && flyWingTab.BASE6ID < (int)COMBATATTE.COMBATATTE_MAXNUM)
                    {
                        string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE6ID);
                        m_PropertyName6.text = propertyName;
                        m_PropertyVlue6.text = string.Format("+{0}", flyWingTab.BASE6VLUE);
                    }
                    else
                    {
                        m_PropertyName6.text = "";
                        m_PropertyVlue6.text = "";
                    }
                }
            }
        }
    }