Ejemplo n.º 1
0
        private void RefreshAttribute()
        {
            TransformUtil.ClearChildren(roleAttributeRoot, true);

            Dictionary <RoleAttributeType, RoleAttribute> roleAttributesDic = RoleUtil.CalcRoleAttributesDic(_roleInfo);

            roleAttributePrefab.gameObject.SetActive(true);
            foreach (var value in _attrDic)
            {
                RoleAttributeView view = Instantiate <RoleAttributeView>(roleAttributePrefab);
                view.transform.SetParent(roleAttributeRoot, false);
                view.Set(roleAttributesDic[value.Key]);
            }
            roleAttributePrefab.gameObject.SetActive(false);
        }
Ejemplo n.º 2
0
        private void RefreshAttr()
        {
            TransformUtil.ClearChildren(attrViewRoot, true);
            //attr
            List <RoleAttribute> attrList = RoleUtil.CalcRoleMainAttributesList(_roleInfo);
            int count = attrList.Count;

            for (int i = 0; i < count; i++)
            {
                RoleAttributeView view = Instantiate <RoleAttributeView>(attrViewPrefab);
                view.transform.SetParent(attrViewRoot, false);
                view.Set(attrList[i]);
            }
            attrViewPrefab.gameObject.SetActive(false);
        }
Ejemplo n.º 3
0
        private void RefreshAttr()
        {
            TransformUtil.ClearChildren(attrRoot, true);
            List <RoleAttributeType> typeList = new List <RoleAttributeType>();

            typeList.Add(RoleAttributeType.HP);
            typeList.Add(RoleAttributeType.MagicAtk);
            typeList.Add(RoleAttributeType.NormalAtk);
            typeList.Add(RoleAttributeType.Normal_Def);
            typeList.Add(RoleAttributeType.Speed);
            List <RoleAttribute> attrList = PlayerUtil.CalcPlayerAttributesList(GameProxy.instance.PlayerInfo, typeList);

            for (int i = 0, count = attrList.Count; i < count; i++)
            {
                RoleAttributeView view = Instantiate <RoleAttributeView>(attrPrefab);
                view.gameObject.SetActive(true);
                view.transform.SetParent(attrRoot, false);
                view.Set(attrList[i]);
            }
        }
Ejemplo n.º 4
0
        private void RefreshAttribute()
        {
            HeroInfo heroInfo = HeroAdvanceProxy.instance.advanceHeroInfo;

            TransformUtil.ClearChildren(attributeRoot, true);
            List <RoleAttribute> attributeList = HeroUtil.CalcHeroMainAttributesList(heroInfo);
            int count = attributeList.Count;

            if (!heroInfo.IsMaxAdvanceLevel)
            {
                //next
                HeroInfo             nextInfo          = new HeroInfo(heroInfo.instanceID, heroInfo.heroData.id, heroInfo.breakthroughLevel, heroInfo.strengthenLevel, heroInfo.advanceLevel + 1, heroInfo.level);
                List <RoleAttribute> nextAttributeList = HeroUtil.CalcHeroMainAttributesList(nextInfo);
                attributePrefab.SetActive(true);
                for (int i = 0; i < count; i++)
                {
                    GameObject go = Instantiate <GameObject>(attributePrefab);
                    go.transform.SetParent(attributeRoot, false);
                    RoleAttributeView view = go.GetComponent <RoleAttributeView>();
                    int add = (int)(nextAttributeList[i].value - attributeList[i].value);
                    view.Set(attributeList[i], add, false);
                }
                attributePrefab.SetActive(false);
            }
            else
            {
                attributePrefab.SetActive(true);
                for (int i = 0; i < count; i++)
                {
                    GameObject go = Instantiate <GameObject>(attributePrefab);
                    go.transform.SetParent(attributeRoot, false);
                    RoleAttributeView roleAttributeView = go.GetComponent <RoleAttributeView>();
                    roleAttributeView.Set(attributeList[i], Localization.Get("ui.hero_advance_view.role_attribute_max_remark"));
                }
                attributePrefab.SetActive(false);
            }
        }