Ejemplo n.º 1
0
    // 重置CD [2/17/2012 SUN]
    public void ResetXinfaCDTime(int nID)
    {
        SCLIENT_SKILLCLASS pXinFa = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(nID);

        if (pXinFa == null)
        {
            CEventSystem.Instance.PushEvent(GAME_EVENT_ID.GE_INFO_SELF, "No xinfa");
            return;
        }
        //不需重置

        if (GetUpLevelXinfaCDTime() == 0)
        {
            return;
        }
        int resetSpend = GetUpLevelXinfaResetCDSpend(nID);

        if (resetSpend != -1)
        {
            int nMoney = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_Money();
            if (resetSpend > nMoney)
            {
                CEventSystem.Instance.PushEvent(GAME_EVENT_ID.GE_INFO_SELF, "Not enough money");
                return;
            }
        }


        CGAskClearCDTime msg = (CGAskClearCDTime)NetManager.GetNetManager().CreatePacket((int)PACKET_DEFINE.PACKET_CG_ASKCLEARCDTIME);

        msg.CoolDownID = (short)nID;

        NetManager.GetNetManager().SendPacket(msg);
    }
Ejemplo n.º 2
0
    //------------
    //学习(升级)门派心法相关 五行属性
    //------------
    public void SendStudySkillEvent(int nSkillIDandLEVEL, int NPCID, int HaveUPLevelSkill)
    {
        int nXinfaID = nSkillIDandLEVEL;
        SCLIENT_SKILLCLASS pXinFa = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(nXinfaID);
        int nXinFaLevel           = pXinFa.m_nLevel;
        int nSelfLevel            = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_Level();
        CObject_Character pMySelf = CObjectManager.Instance.getPlayerMySelf();

        // 判断人物等级是否达到
        if (!isUpLevelXinfaRequirement(nXinfaID, nXinFaLevel + HaveUPLevelSkill))
        {
            CEventSystem.Instance.PushEvent(GAME_EVENT_ID.GE_INFO_SELF, "Role levle Low");
            return;
        }

        //// 获得升级心法需要的金钱
        Spend needSpend = GetUplevelXinfaSpend(nXinfaID, nXinFaLevel + HaveUPLevelSkill);

        // 获得升级心法需要的经验 [10/13/2011 Ivan edit]
        int myExp = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_Exp();

        if (needSpend.dwSpendExperience > myExp)
        {
            CEventSystem.Instance.PushEvent(GAME_EVENT_ID.GE_INFO_SELF, "Not enough Exp");
            return;
        }

        ////使用客户端的数据来判断升级的金钱和经验是否够升级
        int nCurMoney = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_Money();

        if (needSpend.dwSpendMoney != -1)
        {
            if (needSpend.dwSpendMoney > nCurMoney)
            {
                CEventSystem.Instance.PushEvent(GAME_EVENT_ID.GE_INFO_SELF, "Not enough money");
                //ADDTALKMSG("升级需要的金钱不足");
                return;
            }
        }

        if (GetUpLevelXinfaCDTime() > 0)
        {
            CEventSystem.Instance.PushEvent(GAME_EVENT_ID.GE_INFO_SELF, "CD Time");
            return;
        }

        _STUDYXINFA_INFO studyInfo;

        CGAskStudyXinfa msg = (CGAskStudyXinfa)NetManager.GetNetManager().CreatePacket((int)PACKET_DEFINE.PACKET_CG_ASKSTUDYXINFA);

        studyInfo.m_idXinfa  = (short)nXinfaID;                 //技能ID
        studyInfo.m_NowLevel = (short)nXinFaLevel;              //技能等级
        studyInfo.m_idMenpai = (short)NPCID;                    //师父ID
        msg.UplevelInfo      = studyInfo;

        NetManager.GetNetManager().SendPacket(msg);
    }
    //得到所在容器的索引
    //	技能			- 第几个技能
    public override int                             GetPosIndex()
    {
        SCLIENT_SKILLCLASS pSkillClass = GetSkillClassImpl();

        if (pSkillClass == null)
        {
            return(-1);
        }

        return(pSkillClass.m_nPosIndex);
    }
Ejemplo n.º 4
0
    //心法升级需求
    public bool isUpLevelXinfaRequirement(int nID, int nLevel)
    {
        _DBC_XINFA_REQUIREMENTS require     = XinfaRequirementDBC.Search_Index_EQU(nID);
        SCLIENT_SKILLCLASS      pSkillClass = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(nID);

        if (pSkillClass == null)
        {
            return(false);
        }
        return(pSkillClass.m_bCanLevelUp);
    }
    //得到解释
    public override string                  GetDesc()
    {
        SCLIENT_SKILLCLASS pSkillClass = GetSkillClassImpl();

        if (pSkillClass == null)
        {
            return("ERROR");
        }

        return(pSkillClass.m_pDefine.pszDesc);
    }
    //得到定义ID
    public override int                             GetDefineID()
    {
        SCLIENT_SKILLCLASS pSkillClass = GetSkillClassImpl();

        if (pSkillClass == null)
        {
            return(-1);
        }

        return(pSkillClass.m_pDefine.nID);
    }
    //更新数据
    public void     Update_SkillClass(SCLIENT_SKILLCLASS pXinfaDef)
    {
        m_idSkillClass = pXinfaDef.m_pDefine.nID;
        //名称
        m_strName = pXinfaDef.m_pDefine.pszName;
        //图标
        m_strIconName = pXinfaDef.m_pDefine.pszIconName;

        //通知UI
        UpdateToRefrence();
    }
    // 获得玩家想要升级技能所需的人物等级 [3/29/2012 Ivan]
    internal int GetNextRoleLevel()
    {
        SCLIENT_SKILL      impl   = GetSkillImpl();
        SCLIENT_SKILLCLASS pXinfa = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(impl.m_pDefine.m_nSkillClass);

        if (pXinfa != null)
        {
            return(pXinfa.nNeedMyLevel);
        }

        return(-1);
    }
    // 得到心法等级
    public virtual int                              GetXinfaLevel()
    {
        SCLIENT_SKILLCLASS pXinfa = (SCLIENT_SKILLCLASS)GetSkillClassImpl();

        if (pXinfa == null)
        {
            return(0);
        }
        ;

        return(pXinfa.m_nLevel);
    }
Ejemplo n.º 10
0
    // 心法特殊描述 [5/9/2012 SUN]
    public string GetDesc1()
    {
        SCLIENT_SKILL pSkill = GetSkillImpl() as SCLIENT_SKILL;

        if (pSkill != null)
        {
            SCLIENT_SKILLCLASS pXinfa = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(pSkill.m_pDefine.m_nSkillClass);
            DBC.COMMON_DBC <_DBC_XINFA_SKILL_DATA> dbc = CDataBaseSystem.Instance.GetDataBase <_DBC_XINFA_SKILL_DATA>((int)DataBaseStruct.DBC_XINFA_SKILL_DATA);
            _DBC_XINFA_SKILL_DATA define = dbc.Search_Index_EQU(pXinfa.m_pDefine.nID);
            int nMenPai    = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_MenPai();
            int nStepValue = define.nMenPaiValue[nMenPai] / 100;
            int curValue   = pXinfa.m_nLevel * nStepValue;
            return(string.Format(pSkill.GetSkillDesc(), nStepValue, curValue));
        }
        return("");
    }
Ejemplo n.º 11
0
    public bool IsJingJieSkill()
    {
        SCLIENT_SKILL impl = GetSkillImpl();

        if (impl == null)
        {
            return(false);
        }
        SCLIENT_SKILLCLASS pXinfa = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(impl.m_pDefine.m_nSkillClass);

        if (pXinfa != null && pXinfa.IsJingJie())
        {
            return(true);
        }
        return(false);
    }
Ejemplo n.º 12
0
    public int GetXinfaID()
    {
        SCLIENT_SKILL impl = GetSkillImpl();

        if (impl == null)
        {
            return(-1);
        }
        SCLIENT_SKILLCLASS pXinfa = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(impl.m_pDefine.m_nSkillClass);

        if (pXinfa != null)
        {
            return(pXinfa.m_pDefine.nID);
        }
        return(-1);
    }
Ejemplo n.º 13
0
    // 得到技能等级
    public virtual int GetSkillLevel()
    {
        SCLIENT_SKILL pImpl = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_Skill(m_idSkillImpl);

        if (pImpl != null)
        {
            //  [11/4/2010 ivan edit]
            //return pImpl->m_pDefine->m_nLevelRequirement;
            //return pImpl->m_nLevel;

            // 没有技能等级,只有心法等级 [10/13/2011 Ivan edit]
            SCLIENT_SKILLCLASS pClass = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(pImpl.m_pDefine.m_nSkillClass);
            if (pClass != null)
            {
                return(pClass.m_nLevel);
            }
        }
        return(0);
    }
Ejemplo n.º 14
0
    public OPERATE_RESULT IsCanUse_CheckLevel(int idUser, int idLevel)
    {
        CObject_Character pUser = (CObject_Character)(CObjectManager.Instance.FindObject(idUser));

        if (pUser == null)
        {
            return(OPERATE_RESULT.OR_ERROR);
        }
        int iSkillClass = m_pDefine.m_nSkillClass;
        int iLevel      = m_nLevel - 1;

        if (iLevel < 0)
        {
            iLevel = 0;
        }
        // 得到技能对应的心法数据
        SCLIENT_SKILLCLASS pSkillClass = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(iSkillClass);

        if (pSkillClass != null)
        {
            // 技能数据id
            int iSkillData_V1ID = 0;
            if (iLevel < 12)// 境界心法超过12级 [4/19/2012 SUN]
            {
                iSkillData_V1ID = m_pDefine.m_anSkillByLevel[iLevel];
            }
            else if (pSkillClass.IsJingJie())
            {
                iSkillData_V1ID = m_pDefine.m_anSkillByLevel[11];
            }
            //打开数据表
            _DBC_SKILLDATA_V1_DEPLETE pSkillData_V1 = CDataBaseSystem.Instance.GetDataBase <_DBC_SKILLDATA_V1_DEPLETE>((int)DataBaseStruct.DBC_SKILLDATA_V1_DEPLETE).Search_Index_EQU(iSkillData_V1ID);
            //搜索纪录
            if (pSkillData_V1 != null)
            {
                if (pSkillData_V1.nNeedLevel > pUser.GetCharacterData().Get_Level())
                {
                    return(OPERATE_RESULT.OR_NEED_HIGH_LEVEL_XINFA);
                }
            }
        }
        return(OPERATE_RESULT.OR_OK);
    }
Ejemplo n.º 15
0
    public string GetUpLevelDesc()
    {
        string        strDesc = null;
        SCLIENT_SKILL impl    = GetSkillImpl();

        if (impl == null)
        {
            return(strDesc);
        }
        SCLIENT_SKILLCLASS pXinfa = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(impl.m_pDefine.m_nSkillClass);

        if (pXinfa == null)
        {
            return(strDesc);
        }

        int needLevel = pXinfa.GetNeedLevel();

        if (needLevel > CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_Level())
        {
            strDesc = "#R人物等级 " + needLevel;
        }
        else
        {
            strDesc = "人物等级 " + "#G" + needLevel;
        }

        Spend spend = CDataPool.Instance._StudySkill.GetUplevelXinfaSpend(pXinfa.m_pDefine.nID, pXinfa.m_nLevel + 1);
        int   myExp = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_Exp();

        if (spend.dwSpendExperience > myExp)
        {
            strDesc += "\n" + "#R历练值 " + spend.dwSpendExperience;
        }
        else
        {
            strDesc += "\n" + "#W历练值 " + "#G" + spend.dwSpendExperience;
        }

        return(strDesc);
    }
Ejemplo n.º 16
0
    public string GetSkillDesc()                                        // 得到技能的描述
    {
        if (m_pDefine != null)
        {
            // 得到技能心法id
            int iSkillClass = m_pDefine.m_nSkillClass;

            int iLevel = m_nLevel - 1;
            if (iLevel < 0)
            {
                iLevel = 0;
            }

            // 得到技能对应的心法数据
            SCLIENT_SKILLCLASS pSkillClass = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(iSkillClass);
            if (pSkillClass != null)
            {
                // 技能数据id
                if (iLevel > 11)
                {
                    iLevel = 11;// 境界技能超过12级 [5/9/2012 SUN]
                }
                int iSkillData_V1ID = m_pDefine.m_anSkillByLevel[iLevel];

                //打开数据表
                _DBC_SKILLDATA_V1_DEPLETE pSkillData_V1 = CDataBaseSystem.Instance.GetDataBase <_DBC_SKILLDATA_V1_DEPLETE>((int)DataBaseStruct.DBC_SKILLDATA_V1_DEPLETE).Search_Index_EQU(iSkillData_V1ID);
                //搜索纪录
                if (pSkillData_V1 != null)
                {
                    // temp fix [7/8/2010 Sun]
                    //return pSkillData_V1->paraPair[11].szDesc;
                    return(pSkillData_V1.szDesc2);
                }
            }
            else
            {
                return(m_pDefine.m_pszDesc);
            }
        }
        return("");
    }
Ejemplo n.º 17
0
    public OPERATE_RESULT IsCanUse_CheckFightState(int idUser)
    {
        if (m_pDefine != null)
        {
            if (m_pDefine.m_nMenPai != MacroDefine.INVALID_ID)
            {
                SCLIENT_SKILLCLASS pSkillClass = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(
                    m_pDefine.m_nSkillClass);
                if (pSkillClass != null && pSkillClass.m_bLeaned)
                {
                    return(OPERATE_RESULT.OR_OK);
                }
            }
            else
            {
                // 没有五行的技能是通用技能,可以直接使用 [10/18/2011 Ivan edit]
                return(OPERATE_RESULT.OR_OK);
            }
        }

        return(OPERATE_RESULT.OR_CHAR_DO_NOT_KNOW_THIS_SKILL);
    }
Ejemplo n.º 18
0
    void UpdateSkill()
    {
        if (!gameObject.active)
        {
            return;
        }

        ResetUI();
        if (tabMode == TAB_MODE.TAB_SKILL)
        {
            int num       = CActionSystem.Instance.GetSkillActionNum();
            int showIndex = 0;
            for (int i = 0; i < num; i++)
            {
                if (showIndex >= buttons.Count)
                {
                    break;
                }
                CActionItem_Skill skill = CActionSystem.Instance.EnumAction(i, ActionNameType.Skill) as CActionItem_Skill;
                if (skill != null && skill.GetXinfaID() >= SCLIENT_SKILLCLASS.XINFATYPE_SKILLBENGIN)
                {
                    //LogManager.LogWarning("Xinfa = " + skill.GetXinfaID() + " skill = " + skill.GetDefineID());
                    //这里可能有问题
                    items[showIndex].SetActiveRecursively(true);
                    SCLIENT_SKILL skillData = skill.GetImpl() as SCLIENT_SKILL;
                    buttons[showIndex].UpdateItemFromAction(skill);
                    if (skillData != null && skillData.IsCanUse_CheckLevel(CObjectManager.Instance.getPlayerMySelf().ID, (int)skillData.m_nLevel) == OPERATE_RESULT.OR_OK)
                    {
                        buttons[showIndex].EnableDrag();
                        txtLevels[showIndex].Text = "等级:" + skill.GetSkillLevel();
                    }
                    else
                    {
                        buttons[showIndex].DisableDrag();
                        txtLevels[showIndex].Text = "未学习";
                    }

                    buttons[showIndex].EnableDoAction = true;

                    //update text
                    txtNames[showIndex].Text = skill.GetName();


                    SCLIENT_SKILLCLASS skillClass = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(skill.GetXinfaID());
                    //升级可操作
                    string error;
                    if (!CDataPool.Instance.isCanSkillLevelUp(skillClass.m_pDefine.nID, skillClass.m_nLevel + 1, out error))
                    {
                        levelUpBtns[showIndex].Hide(true);
                        //levelUpBtns[showIndex].controlIsEnabled = false;
                        toolText[showIndex] = UIString.Instance.ParserString_Runtime(error);
                    }
                    else
                    {
                        // levelUpBtns[showIndex].controlIsEnabled = true;
                        levelUpBtns[showIndex].Hide(false);
                        toolText[showIndex] = null;
                    }

                    showIndex++;
                }
            }
        }
        else if (tabMode == TAB_MODE.TAB_JINGJIE)
        {
            int num       = CActionSystem.Instance.GetSkillActionNum();
            int showIndex = 0;
            for (int i = 0; i < num; i++)
            {
                if (showIndex >= buttons.Count)
                {
                    break;
                }
                CActionItem_Skill skill = CActionSystem.Instance.EnumAction(i, ActionNameType.Skill) as CActionItem_Skill;
                //LogManager.LogWarning("Xinfa = " + skill.GetXinfaID() + " skill = " + skill.GetDefineID());
                if (skill != null && (skill.GetXinfaID() >= SCLIENT_SKILLCLASS.XINFATYPE_JINGJIEBEGIN && skill.GetXinfaID() < SCLIENT_SKILLCLASS.XINFATYPE_SKILLBENGIN))
                {
                    //这里可能有问题
                    items[showIndex].SetActiveRecursively(true);

                    buttons[showIndex].UpdateItemFromAction(skill);
                    buttons[showIndex].DisableDrag();
                    buttons[showIndex].EnableDoAction = false;

                    //update text
                    txtNames[showIndex].Text  = skill.GetName();
                    txtLevels[showIndex].Text = "等级:" + skill.GetSkillLevel();

                    SCLIENT_SKILLCLASS skillClass = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(skill.GetXinfaID());
                    //升级可操作
                    string error;
                    if (!CDataPool.Instance.isCanSkillLevelUp(skillClass.m_pDefine.nID, skillClass.m_nLevel + 1, out error))
                    {
                        levelUpBtns[showIndex].controlIsEnabled = false;
                        toolText[showIndex] = UIString.Instance.ParserString_Runtime(error);
                    }
                    else
                    {
                        levelUpBtns[showIndex].controlIsEnabled = true;
                        toolText[showIndex] = null;
                    }
                    showIndex++;
                }
            }
        }
        else if (tabMode == TAB_MODE.TAB_USUALSKILL)
        {
            int num = CActionSystem.Instance.GetSkillActionNum();
            //LogManager.LogWarning("Skill count = " + num);
            int showIndex = 0;
            for (int i = 0; i < num; i++)
            {
                CActionItem_Skill skill = CActionSystem.Instance.EnumAction(i, ActionNameType.Skill) as CActionItem_Skill;


                if (showIndex >= buttons.Count)
                {
                    break;
                }

                //超过51不属于普通技能
                if (skill != null && (skill.GetXinfaID() == -1 && skill.GetIDTable() < 51))
                {
                    // LogManager.LogWarning("Xinfa = " + skill.GetXinfaID() + "skill = " + skill.GetDefineID() + "index=" + i);
                    //这里可能有问题
                    items[showIndex].SetActiveRecursively(true);

                    buttons[showIndex].UpdateItemFromAction(skill);
                    buttons[showIndex].EnableDrag();
                    buttons[showIndex].EnableDoAction = true;

                    //update text
                    txtNames[showIndex].Text  = skill.GetName();
                    txtLevels[showIndex].Text = "等级:" + skill.GetSkillLevel();

                    levelUpBtns[showIndex].gameObject.SetActiveRecursively(false);

                    showIndex++;
                }
            }
        }
    }
Ejemplo n.º 19
0
    void UpdateSkill()
    {
        if (!gameObject.active)
        {
            return;
        }

        ResetUI();

        if (tabMode == TAB_MODE.TAB_SELFXINFA)
        {
            int           num         = CActionSystem.Instance.GetSkillActionNum();
            int           nXinfaIndex = -1;
            IUIListObject listItem    = null;
            for (int i = 0; i < num; i++)
            {
                CActionItem_Skill skill = CActionSystem.Instance.EnumAction(i, ActionNameType.Skill) as CActionItem_Skill;
                if (skill != null && (skill.GetXinfaID() >= SCLIENT_SKILLCLASS.XINFATYPE_JINGJIEBEGIN && skill.GetXinfaID() < SCLIENT_SKILLCLASS.XINFATYPE_SKILLBENGIN))
                {
                    nXinfaIndex++;
                    int nOffset = nXinfaIndex % 3;
                    if (nOffset == 0)
                    {
                        listItem = list.CreateItem(itemPrefab);
                        listItem.gameObject.name = "XinfaListItem" + nXinfaIndex;
                        for (int j = 0; j < 3; j++)
                        {
                            listItem.gameObject.transform.FindChild("Item" + j).gameObject.SetActiveRecursively(false);
                        }
                    }
                    GameObject item = listItem.gameObject.transform.FindChild("Item" + nOffset).gameObject;
                    item.SetActiveRecursively(true);
                    ActionButton skillAction = item.GetComponentInChildren <ActionButton>();
                    if (skillAction != null)
                    {
                        skillAction.SetActionItemByActionId(skill.GetID());
                        skillAction.DisableDrag();
                        skillAction.EnableDoAction = false;
                    }
                    UIButton bg = item.transform.FindChild("Bg").gameObject.GetComponent <UIButton>();
                    if (bg != null)
                    {
                        bg.SetInputDelegate(handlerInput);
                    }

                    SpriteText txt = item.transform.FindChild("NameLabel").gameObject.GetComponent <SpriteText>();
                    if (txt != null)
                    {
                        txt.Text = skill.GetName() + "\n" + "等级:" + skill.GetSkillLevel();
                    }

                    UIButton levelBtn = item.transform.FindChild("LevelUp").gameObject.GetComponent <UIButton>();
                    if (levelBtn != null)
                    {
                        levelBtn.SetInputDelegate(levelUpInputDelegate);
                        //LogManager.LogWarning("Set Delegate : " + levelBtn.gameObject.name);
                    }


                    SCLIENT_SKILLCLASS skillClass = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_SkillClass(skill.GetXinfaID());
                    //升级可操作
                    string error;
                    if (!CDataPool.Instance.isCanSkillLevelUp(skillClass.m_pDefine.nID, skillClass.m_nLevel + 1, out error))
                    {
                        item.transform.FindChild("LevelUp").gameObject.GetComponent <UIButton>().controlIsEnabled = false;
                        //toolText[showIndex] = UIString.Instance.ParserString_Runtime(error);
                    }
                    else
                    {
                        item.transform.FindChild("LevelUp").gameObject.GetComponent <UIButton>().controlIsEnabled = true;
                        //toolText[showIndex] = null;
                    }
                }
            }
        }
        else if (tabMode == TAB_MODE.TAB_PETXINFA)
        {
            //int num = CActionSystem.Instance.GetSkillActionNum();
            ////LogManager.LogWarning("Skill count = " + num);
            //int showIndex = 0;
            //for (int i = 0; i < num; i++)
            //{
            //    CActionItem_Skill skill = CActionSystem.Instance.EnumAction(i, ActionNameType.Skill) as CActionItem_Skill;


            //    if (showIndex >= buttons.Count) break;

            //    //超过51不属于普通技能
            //    if (skill != null && (skill.GetXinfaID() == -1 && skill.GetIDTable() < 51))
            //    {
            //        // LogManager.LogWarning("Xinfa = " + skill.GetXinfaID() + "skill = " + skill.GetDefineID() + "index=" + i);
            //        //这里可能有问题
            //        items[showIndex].SetActiveRecursively(true);

            //        buttons[showIndex].UpdateItemFromAction(skill);
            //        buttons[showIndex].EnableDrag();
            //        buttons[showIndex].EnableDoAction = true;

            //        //update text
            //        txtNames[showIndex].Text = skill.GetName();
            //        txtLevels[showIndex].Text = "等级:" + skill.GetSkillLevel();

            //        levelUpBtns[showIndex].gameObject.SetActiveRecursively(false);

            //        showIndex++;
            //    }
            //}
        }
        if (list.UnviewableArea > 0)
        {
            list.slider.Hide(false);
        }
        else
        {
            list.slider.Hide(true);
        }
    }