public void initEnemyController(string heroId) { _skills = new List <OneSkill>(); IsFacingRight = false; IsEnemy = true; initEnemy(heroId); EnemyProperty.initEnemyBasicProperties(); // OneSkill s = new OneSkill() { SkillName = "挠" , SkillFunctionID = 0 , Desc = "怪物有爪" }; _skills.Add(s); OneSkill s1 = new OneSkill() { SkillName = "双重攻击" , SkillFunctionID = 11 , Desc = "随机攻击两个敌人" }; _skills.Add(s1); // APC.initActionPanel(_skills, heroId); modelOriginLocalPos = unit_model.localPosition; }
public void OpenSDP(SkillFunction skill) { HSkilInfo info = skill.GetComponent <HSkilInfo>(); OneSkill detail = info.HSDetail; SkillPanelContent.GetComponent <Image>().color = Color.clear; SkillPanelContent.GetChild(0).localScale = Vector3.zero; SkillPanelContent.localScale = Vector3.one; SkillDetailsPanel.DOScale(Vector3.one, 0.15f).SetEase(Ease.OutBack); //显示当前技能详情 ShowThisSkillDetails(skill, detail); }
public void initHeroSkillListPanel() { skillSelect.initHeroAllSkills(); bool flag = false; for (int i = 0; i < skillSelect.skillList.Count; i++) { } if (!flag) { skillSelect.skillList[0].isSelected = true; currentSkillId = skillSelect.skillList[0].ItemId; currentSkill = SDDataManager.Instance.getOwnedSkillById(currentSkillId, heroDetail.Hashcode); } refreshSkillDetail(); }
public void ShowThisSkillDetails(SkillFunction skill, OneSkill detail) { SkillName.text = detail.SkillName + "·Lv " + skill.SkillGrade; SkillBaseData.text = (skill.CritR != 0 ? string.Format("基础暴击修正 {0:D}", skill.CritR) : "") + (skill.AccuracyR != 0?string.Format("·基础精度修正 {0:D}", skill.AccuracyR):"") + (skill.ExpectR != 0?string.Format("·基础期望修正 {0:D}", skill.ExpectR):""); SkillDesc.text = detail.Desc; /* * SkillTag.text = CurrentSkill.ThisSkillBreed.ToString() + "·" + CurrentSkill.ThisSkillKind.ToString() + "·" + CurrentSkill.ThisSkillTarget.ToString(); + SkillBaseData.text = (CurrentSkill.AccuracyR != 0 ? "基础精度修正(" + SignedNumber(CurrentSkill.AccuracyR) + "%)·" : "") + CurrentSkill.AllTargetResults != null ? DamageFixText(CurrentSkill.AllTargetResults.All_Use_Array[0]) : "" + (CurrentSkill.CritR != 0 ? "基础暴击修正(" + SignedNumber(CurrentSkill.CritR) + "%)·" : ""); */ }
public void SelectSkill(RTSingleSkillItem skillItem) { if (currentSkillId == skillItem.ItemId) { return; } // SSI_Id = skillSelect.skillList.IndexOf(skillItem); for (int i = 0; i < skillSelect.skillList.Count; i++) { skillSelect.skillList[i].isSelected = false; } skillItem.isSelected = true; currentSkillId = skillItem.ItemId; currentSkill = SDDataManager.Instance.getOwnedSkillById (currentSkillId, heroDetail.Hashcode); refreshSkillDetail(); }
public static OneSkill InitBySkillInfo(skillInfo info) { if (info == null) { return(null); } OneSkill s = new OneSkill() { skillId = info.ID , SkillName = info.name , UseAppointedPrefab = info.UseAppointedPrefab, SkillFunctionID = info.FunctionId, SkillPrefab = info.SkillPrefab, isOmegaSkill = info.IsOmegaSkill, DataSet = info.ExtraDataSet, }; return(s); }
public void initOneSkillSlot(OneSkill skill) { if (skill == null) { emptyPanel.gameObject.SetActive(true); return; } if (skill.lv < 0 || string.IsNullOrEmpty(skill.skillId)) { emptyPanel.gameObject.SetActive(true); } else { emptyPanel.gameObject.SetActive(false); lv = skill.lv; slotAboveText.text = SDGameManager.T("Lv.") + lv; Transform skillBtn;; if (skill.UseAppointedPrefab) { skillBtn = skill.SkillPrefab; } else { skillBtn = HDP.skillDetailList.AllSkillList[skill.SkillFunctionID]; } skillItemImg.color = skillBtn.GetComponent <Image>().color; } id = skill.skillId; isOmega = skill.isOmegaSkill; if (isOmega) { skillBgIcon.sprite = SDDataManager.Instance.baseFrameSpriteByRarity(3); } else { skillBgIcon.sprite = SDDataManager.Instance.baseFrameSpriteByRarity(1); } }
public void initSkillItem(OneSkill baseskilldata, int heroHashcode = 0) { deploy = SDConstants.deployType.skill; ItemId = baseskilldata.skillId; lv = baseskilldata.lv; DownText.text = SDGameManager.T("Lv.") + lv; if (heroHashcode > 0) { OneSkill S = SDDataManager.Instance.getOwnedSkillById (ItemId, heroHashcode); isOmega = S.isOmegaSkill; if (isOmega) { itemFrameImg.sprite = SDDataManager.Instance .baseFrameSpriteByRarity(3); } else { itemFrameImg.sprite = SDDataManager.Instance .baseFrameSpriteByRarity(1); } } }
public void initSkillSlot(int HeroHashcode) { bool flag = false; if (!SDDataManager.Instance.checkHeroEnableSkill1ByHashcode(HeroHashcode)) { if (slotType == skillSlotType.skill1) { flag = true; } } if (!flag) { gameObject.SetActive(true); GDEHeroData hero = SDDataManager.Instance.getHeroByHashcode(HeroHashcode); HeroInfo info = SDDataManager.Instance.getHeroInfoById(id); string skillId = string.Empty; if (slotType == skillSlotType.skill0) { skillId = hero.a_skill0.Id; } else if (slotType == skillSlotType.skill1) { skillId = hero.a_skill1.Id; } else if (slotType == skillSlotType.omegaSkill) { skillId = hero.a_skillOmega.Id; } OneSkill skill = SDDataManager.Instance.getOwnedSkillById(skillId, HeroHashcode); initOneSkillSlot(skill); } else { gameObject.SetActive(false); } }
public void addSkill(OneSkill skill, Transform trans, string heroId) { Transform s; if (!skill.UseAppointedPrefab) { if (skill.SkillFunctionID < 0) { return; } int index = skill.SkillFunctionID; s = Instantiate(SDL.AllSkillList[index]) as Transform; } else { s = Instantiate(skill.SkillPrefab) as Transform; s.GetComponent <Button>().interactable = true; HSExportDmgModifity HSE = s.GetComponent <HSExportDmgModifity>(); if (HSE) { HSE.BCPerformDataUsingRA = skill.DataSet.BCPerformDataUsingRA; HSE.PDUsingRA_PerLevel = skill.DataSet.PDUsingRA_PerLevel; HSE.PDUsingRA_PerSkillGrade = skill.DataSet.PDUsingRA_PerSkillGrade; } SkillFunction sf = s.GetComponent <SkillFunction>(); if (sf) { sf.UseState = skill.DataSet.UseState; sf._standardState = skill.DataSet._standardState; } } s.GetComponentInChildren <HSkilInfo>().HSDetail = skill; s.SetParent(trans); s.GetComponent <RectTransform>().anchoredPosition = Vector2.zero; s.localScale = Vector3.one; HSkilInfo info = s.GetComponent <HSkilInfo>(); info.breed = skill.Breed; if (skill.Kind != SkillKind.End) { info.kind = skill.Kind; } if (skill.SkillAoe != SDConstants.AOEType.End) { info.AOEType = skill.SkillAoe; } if (skill.MpTpAddType != SDConstants.AddMpTpType.End) { info.AfterwardsAddType = skill.MpTpAddType; } SkillFunction basicSkillController = s.GetComponent <SkillFunction>(); if (skill.Aim != SkillAim.End) { basicSkillController.ThisSkillAim = skill.Aim; } basicSkillController.SkillGrade = skill.lv; basicSkillController.IsOmega = skill.isOmegaSkill; if (skill.BulletImg != null && skill.BulletImg != "") { basicSkillController.bullet.GetComponent <Image>().sprite = Resources.Load <Sprite>("Sprites/" + skill.BulletImg); } //判断是否为稀有角色 // basicSkillController.initIcon(); }