/// <summary> /// 装备是否可穿戴. /// </summary> /// <returns><c>true</c>, if equip can put was calculated, <c>false</c> otherwise.</returns> /// <param name="Info">Info.</param> public bool CheckEquipCanPut() { bool bRedPot = false; List <int> listEquipID = new List <int>(); listEquipID.Add(Equipment0); listEquipID.Add(Equipment1); listEquipID.Add(Equipment2); listEquipID.Add(Equipment3); listEquipID.Add(Equipment4); listEquipID.Add(Equipment5); for (int i = 0; i < listEquipID.Count; i++) { int itemTypeID = 0; EquipmentPutType type = SoldierM.CheckCanPutEquip(this, listEquipID[i], i, ref itemTypeID); if (!bRedPot) { bRedPot = (type == EquipmentPutType.CanPut) || (type == EquipmentPutType.CanCombinePut); if (bRedPot) { break; } } } return(bRedPot); }
private void SetUI() { if (m_soldierInfo == null && m_buildInfo == null) { NGUIUtil.DebugLog("SummonHeroWnd 's Info is null!!!"); return; } int NeedNum = 0; int NeedCoin = 0; if (m_iWndType == 1 && m_soldierInfo != null) { SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel, ref NeedNum, ref NeedCoin); } else if (m_iWndType == 2 && m_buildInfo != null) { buildingM.GetUpStarNeed(m_buildInfo.BuildType, m_buildInfo.StarLevel, ref NeedNum, ref NeedCoin); } SetDialogLable(NeedCoin); if (NeedCoin > UserDC.GetCoin()) { MyHead.BtnYES.SetState(UIButtonColor.State.Disabled, true); MyHead.BtnYES.isEnabled = false; } }
public void SetRoleRewardItem(SoldierInfo soldier) { if (soldier == null) { return; } if (MyHead.level != null) { MyHead.level.text = "[ffffff]" + soldier.Level + "[-]"; } SetSoldierQuality(soldier.Quality); // if (MyHead.exp != null) { MyHead.exp.text = "[ffffff]+0" + "[-]"; } if (MyHead.m_star != null && MyHead.m_star.Length == 5 && soldier.StarLevel <= 5) { NGUIUtil.SetStarLevelNum(MyHead.m_star, soldier.StarLevel); } NGUIUtil.Set2DSprite(MyHead.head, "Textures/role/", soldier.m_modeltype.ToString()); if (MyHead.expline != null) { int Needexp = SoldierM.GetUpLevelNeedExp(soldier.Level); float value = soldier.EXP * 1.0f / Needexp; NGUIUtil.UpdateFromValue(MyHead.expline, value); } }
/// <summary> /// 吃经验. /// </summary> /// <param name="Num">Number.</param> private void AddItemUseNum(int Num) { m_parent.SetItemNum(); m_iHaveAddNum = m_iHaveAddNum + Num; if (!MyHead.LblNumUsed.gameObject.activeInHierarchy) { MyHead.LblNumUsed.gameObject.SetActive(true); } MyHead.LblNumUsed.text = "X" + m_iHaveAddNum.ToString(); int MaxLvl = UserM.GetUserMaxHeroLevel(UserDC.GetLevel()); Info.EXP += int.Parse(m_ItemInfo.m_args); int MaxExp = SoldierM.GetSoldierTotalExpAtLevel(MaxLvl); int LevExp = SoldierM.GetSoldierExp(Info.Level); if (Info.EXP >= LevExp && Info.Level < MaxLvl) { int exp = SoldierM.GetSoldierExp(Info.Level); CalUplevelNum(exp, MaxLvl); } int Exp = SoldierM.GetSoldierExp(Info.Level); float pre = (Info.EXP * 1.0f) / (Exp * 1.0f); AddLeveAndExp(Info.Level, pre, true); }
/// <summary> /// 检测是否可进阶 /// </summary> /// <returns></returns> bool CheckJinJie() { int levelLimit = 0; int equipID1 = 0; int equipID2 = 0; int equipID3 = 0; int equipID4 = 0; int equipID5 = 0; int equipID6 = 0; if (ConfigM.GetNextQuality(m_soldierInfo.Quality) == 0) { return(false); } SoldierM.GetUpQualityNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.Quality, ref levelLimit, ref equipID1, ref equipID2, ref equipID3, ref equipID4, ref equipID5, ref equipID6); if (CheckUpEquip(levelLimit, equipID1, equipID2, equipID3, equipID4, equipID5, equipID6) == false) { return(false); } return(true); }
/// <summary> /// 升阶 /// </summary> void BtnJinSheng_OnClickEventHandler(UIButton sender) { int levelLimit = 0; int equipID1 = 0; int equipID2 = 0; int equipID3 = 0; int equipID4 = 0; int equipID5 = 0; int equipID6 = 0; if (ConfigM.GetNextQuality(m_soldierInfo.Quality) == 0) { NGUIUtil.ShowTipWndByKey("30000017", 1.0f, ConstantData.iDepBefore3DModel); return; } SoldierM.GetUpQualityNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.Quality, ref levelLimit, ref equipID1, ref equipID2, ref equipID3, ref equipID4, ref equipID5, ref equipID6); if (CheckUpEquip(levelLimit, equipID1, equipID2, equipID3, equipID4, equipID5, equipID6) == false) { NGUIUtil.ShowTipWndByKey(30000019); return; } //可以进阶啦,发送进阶请求 EnablePrevNextBtn(false); DoEquipsFly(); m_preSoldierInfo.Copy(m_soldierInfo); SoldierDC.Send_SoldierQualityUpRequest(m_soldierInfo.ID); }
/// <summary> /// 全部 /// </summary> /// <param name="sender"></param> public void TogAll_OnChangeEventHandler() { if (!MyHead.TogAll.value) { return; } List <SoldierInfo> crewList = new List <SoldierInfo>(); SoldierDC.GetSoldiers(ref crewList, CombatLoactionType.ALL); m_iSoldiersCount = crewList.Count; SoldierM.SortSoldierList(ref crewList); LoadHeadList(crewList, MyHead.SelectSoldierTable, 1); if (!m_InitSoldiers) { List <int> soldiersLastCombat = SoldierDC.GetSoldiersLastCombat(); for (int i = 0; i < soldiersLastCombat.Count; i++) { int soldierID = soldiersLastCombat[i]; if (soldierID != 0) { SelectSoldier(soldierID); } } int captinLastCombat = SoldierDC.GetCaptainLastCombat(); if (captinLastCombat != 0) { SetBlackScienceDataID(captinLastCombat); } m_InitSoldiers = true; } }
/// <summary> /// 设置数据并刷新UI /// </summary> /// <param name="info"></param> public void SetData(SoldierInfo info, bool isFirstLoad = false) { ClearUI(); m_soldierInfo = info; m_ID = info.ID; m_starInfo = SoldierM.GetSoldierStarData(info.SoldierTypeID, info.StarLevel); if (m_soldierInfo == null) { NGUIUtil.DebugLog("SoldierInfoWnd.cs m_soldierInfo==null !"); return; } EquipID[0] = info.Equipment0; EquipID[1] = info.Equipment1; EquipID[2] = info.Equipment2; EquipID[3] = info.Equipment3; EquipID[4] = info.Equipment4; EquipID[5] = info.Equipment5; SetUI(isFirstLoad); DoCanJinSheng(); DoCanShengXing(); MyHead.Toggle2.startsActive = true; DoCanJinSheng(); DoCanShengXing(); }
/// <summary> /// 填充基础建筑信息 /// </summary> private static void CalcSoldierInfo(s_soldier_typeInfo I, ref SoldierInfo Info) { if (I == null || Info == null) { return; } //获取三围 //初始值 s_soldierstar_typeInfo StarInfo = GetSoldierStarData(Info.SoldierTypeID, Info.StarLevel); if (StarInfo != null) { Info.m_strength_grow = StarInfo.strength_growth; Info.m_agility_grow = StarInfo.agility_growth; Info.m_intelligence_grow = StarInfo.intelligence_growth; Info.m_concussion += StarInfo.concussion; } //当前-初始. int oriStrength = 0; int oriAgility = 0; int oriIntell = 0; int oriStar = GetSoldierOriginalStar(Info.SoldierTypeID); s_soldierstar_typeInfo OriInfo = GetSoldierStarData(Info.SoldierTypeID, oriStar); if (OriInfo != null && StarInfo != null) { oriStrength = OriInfo.strength_growth; oriAgility = OriInfo.agility_growth; oriIntell = OriInfo.intelligence_growth; } //被动技能附加属性 Info.m_Skill.SetAddrData(ref Info.m_AddAttr); Info.m_strength = ScriptM.Formula <int>("CALC_STRENGTH", Info.m_strength_grow, oriStrength, Info.Level, I.strength); Info.m_agility = ScriptM.Formula <int>("CALC_AGILITY", Info.m_agility_grow, oriAgility, Info.Level, I.agility); Info.m_intelligence = ScriptM.Formula <int>("CALC_INTELLIGENCE", Info.m_intelligence_grow, oriIntell, Info.Level, I.intelligence); //增加进阶属性,目前只有冲击力 s_soldierqualityInfo qualityinfo = GetqualityInfoData(Info.SoldierTypeID, Info.Quality); if (qualityinfo != null) { Info.m_concussion += qualityinfo.concussion; } //爆击及闪避 s_soldier_experienceInfo ExpInfo = SoldierM.GetSoldierExpData(Info.Level); if (ExpInfo != null) { Info.m_critratio = ExpInfo.critratio; Info.m_dodgeratio = ExpInfo.dodgeratio; } //阶数,添加装备附加属性 AddEquipAttr(ref Info); CalcSoldierAttr(ref Info); }
/// <summary> /// 返回物品的数量 /// </summary> public static int GetItemCount(s_signinInfo info) { int result = 0; int id = info.item_type; SignInRewardType type = (SignInRewardType)info.reward_type; switch (type) { case SignInRewardType.BlackScience: CaptionInfo cInfo = new CaptionInfo(); GodSkillM.GetCaption(id, ref cInfo); if (cInfo.m_captionid > 0) { result = 1; } break; case SignInRewardType.HeroSoulFragment: case SignInRewardType.ItemAndEquip: case SignInRewardType.TrapFragment: case SignInRewardType.BlackScienceFragment: result = ItemDC.GetItemCount(id); break; case SignInRewardType.Hero: SoldierInfo info2 = SoldierM.GetSoldierInfo(id); if (info2 != null) { result = 1; } break; case SignInRewardType.Trap: BuildInfo info3 = buildingM.GetStartBuildInfo(id); if (info3 != null) { result = 1; } break; case SignInRewardType.GoldCoin: //下面内容策划待定 result = UserDC.GetCoin(); break; case SignInRewardType.Diamond: result = UserDC.GetDiamond(); break; case SignInRewardType.Crystal: result = UserDC.GetCrystal(); break; case SignInRewardType.Wood: result = UserDC.GetWood(); break; } return(result); }
/// <summary> /// 设置经验值 /// </summary> private void SetExp( ) { int Needexp = SoldierM.GetUpLevelNeedExp(m_soldierInfo.Level); if (MyHead.LblExp) { MyHead.LblExp.text = string.Format("{0}/{1}", m_soldierInfo.EXP, Needexp); } }
/// <summary> /// 其他获得途径. /// </summary> /// <param name="show">If set to <c>true</c> show.</param> private void ShowAnotherFrom(bool show = true) { if (show) { int soldierId = SoldierM.GetSoldierStarID(m_itemInfo.id); string DropDesc = SoldierM.GetHeroDropDesc(soldierId); MyHead.LblGetDes.text = DropDesc; } MyHead.LblGetDes.gameObject.SetActive(show); }
/// <summary> /// 模拟数据 /// </summary> public static void SimulationData() { m_PlayerSoldiers.Clear(); List <SoldierInfo> ls = SoldierM.GetAllSoldier(); for (int i = 0; i < ls.Count; i++) { m_PlayerSoldiers.Add(ls[i].ID, ls[i]); } }
/// <summary> /// 设置 灵魂石数量/升级数量 和 进度条. /// </summary> /// <param name="current">拥有的量</param> /// <param name="upValue">升级数量</param> public void SetPercentageNum() { int Exp = SoldierM.GetSoldierExp(Info.Level); if (MyHead.SprNumPercentage) { MyHead.SprNumPercentage.fillAmount = (Info.EXP * 1.0f) / (Exp * 1.0f); } }
public void SetRoleRewardItem(SoldierSettlement Info, bool UpLine = true) { if (Info == null) { return; } SoldierInfo soldier = SoldierDC.GetSoldiers(Info.mSoldierid); m_info = soldier; if (soldier == null) { return; } SetSoldierQuality(m_info.Quality); if (MyHead.level != null) { MyHead.level.text = "[ffffff]" + soldier.Level + "[-]"; } // if (MyHead.exp != null) { MyHead.exp.text = "[ffffff]+" + Info.mExp + "[-]"; } if (MyHead.m_star != null && MyHead.m_star.Length == 5 && soldier.StarLevel <= 5) { NGUIUtil.SetStarLevelNum(MyHead.m_star, soldier.StarLevel); NGUIUtil.SetStarHidden(MyHead.m_star, soldier.StarLevel); } NGUIUtil.Set2DSprite(MyHead.head, "Textures/role/", soldier.m_modeltype.ToString()); if (MyHead.expline != null) { int Needexp = SoldierM.GetUpLevelNeedExp(soldier.Level); float value = soldier.EXP * 1.0f / Needexp; if (UpLine) { NGUIUtil.UpdateFromValue(MyHead.expline, value); } else { MyHead.expline.fillAmount = System.Convert.ToSingle(value); } } if (MyHead.BtnShowTip) { MyHead.BtnShowTip.OnPressDownEventHandler += BtnShowTip_OnPressDownEventHandler; MyHead.BtnShowTip.OnPressUpEventHandler += BtnShowTip_OnPressUpEventHandler; } }
/// <summary> /// 力量筛选 /// </summary> /// <param name="sender"></param> public void TogTank_OnChangeEventHandler() { if (!MyHead.TogTank.value) { return; } List <SoldierInfo> crewList = new List <SoldierInfo>(); SoldierDC.GetSoldiers(ref crewList, CombatLoactionType.Tank); SoldierM.SortSoldierList(ref crewList); LoadHeadList(crewList, MyHead.SelectSoldierTable, 1); }
/// <summary> /// /// </summary> /// <param name="dItemID"></param> /// <param name="posIndex">装备索引 0~5</param> /// <param name="solderierInfo"></param> public void SetData(int dItemID, int posIndex, SoldierInfo solderierInfo) { m_iItemID = dItemID; m_soldierInfo = solderierInfo; m_iPosIndex = posIndex; m_itemTypeID = SoldierM.GetSoldierEquip(solderierInfo.SoldierTypeID, solderierInfo.Quality, posIndex); if (m_itemTypeID == 0) { NGUIUtil.DebugLog(string.Format(" SoldierTypeID={0},Quality={1},EquipIndex={2} 装备静态数据未配置", solderierInfo.SoldierTypeID, solderierInfo.Quality, posIndex)); return; } if (m_iItemID == 0)//当未穿装备时 { ItemTypeInfo info = ItemDC.SearchItem(m_itemTypeID); if (info != null) { m_iItemID = info.ID; m_itemTypeID = info.itemType; m_icon = info.m_Icon; } else { s_itemtypeInfo sInfo = ItemM.GetItemInfo(m_itemTypeID); if (sInfo != null) { m_icon = sInfo.icon; } else { NGUIUtil.DebugLog("itemTypeID =" + m_itemTypeID + " 未配置"); } } } else//已装备 { ItemTypeInfo info1 = ItemDC.GetItem(m_iItemID); if (info1 == null || info1.Positon == 0) { NGUIUtil.DebugLog("获取已装备的信息失败 itemID =" + m_iItemID); return; } m_icon = info1.m_Icon; if (info1 != null) { m_iEquipQuality = info1.m_Quality; } } int itemTypeid = 0; m_equipmentPutType = SoldierM.CheckCanPutEquip(solderierInfo, dItemID, posIndex, ref itemTypeid); SetUI(); }
/// <summary> /// 计算怪物炮弹兵战斗力,不包括陷阱. /// </summary> /// <returns>The monstoner combat power.</returns> /// <param name="modeid">Modeid.</param> public static int GetMonstonerCombatPower(int modeid) { int combatPower = 0; foreach (s_monsterInfo item in m_lMonsterInfo) { if (item.modeid == modeid) { SoldierInfo info = SoldierM.GetSoldierInfo(item); combatPower += info.m_combat_power; } } return(combatPower); }
public void SetRewardItem(int itemType, int id, int num) { if (itemType == 1) //英雄整卡 { s_soldier_typeInfo info = SoldierM.GetSoldierType(id); if (info == null) { NGUIUtil.DebugLog("s_soldiertype id = " + id + " 静态表数据未配置!"); return; } else { SetHead(itemType, 0, info.modeltype); MyHead.SprQuality.spriteName = "1"; MyHead.SprQuality.gameObject.SetActive(true); } } else if (itemType == 2) //道具/碎片 { s_itemtypeInfo info = ItemM.GetItemInfo(id); if (info == null) { NGUIUtil.DebugLog("s_itemtype id = " + id + " 静态表数据未配置!"); return; } else { SetHead(info.gtype, info.icon, info.gid); int quality = ConfigM.GetBigQuality(info.quality); MyHead.SprQuality.spriteName = quality.ToString(); } } else if (itemType == 3) //陷阱 { s_building_typeInfo buildinfo = buildingM.GetBuildType(id); MyHead.Roomhead.gameObject.SetActive(true); NGUIUtil.Set2DSprite(MyHead.Roomhead, "Textures/room/", buildinfo.modeltype.ToString()); MyHead.SprQuality.spriteName = "1"; } else if (itemType == 4) //黑科技 { string icon = "Textures/role/" + id; MyHead.SprQuality.gameObject.SetActive(true); MyHead.CaptainHead.gameObject.SetActive(true); NGUIUtil.Set2DSprite(MyHead.CaptainHead, icon); MyHead.SprQuality.spriteName = "1"; } }
/// <summary> /// 设置防御方炮弹兵数据。 /// </summary> private static void SetDefenseSoldier(List <battle.SoldierInfo> soldierInfo) { m_DefenseList.Clear(); for (int i = 0; i < soldierInfo.Count; i++) { SoldierInfo info = SoldierM.GetSoldierInfo(soldierInfo[i]); if (info == null) { continue; } if (!m_DefenseList.ContainsKey(info.ID)) { m_DefenseList.Add(info.ID, info); } } }
void SetUI() { if (Info == null) { return; } SetRolePhoto(Info.SoldierTypeID); SetNameLevel(Info.m_name, 0); int NeedNum = 0; int NeedCoin = 0; SoldierM.GetUpStarNeed(Info.SoldierTypeID, Info.StarLevel, ref NeedNum, ref NeedCoin); int Have = Info.GetHaveFragmentNum(); //当前灵魂石 SetPercentageNum(Have, NeedNum); }
private void SetUI() { SetRolePhoto(Info.SoldierTypeID); NGUIUtil.SetStarLevelNum(MyHead.StarSprites, Info.StarLevel); NGUIUtil.SetRoleType(MyHead.SprRoleType, Info.m_main_proerty); SetNameLevel(Info.m_name, Info.Quality); //默认未召唤的是100 int NeedNum = 0; int NeedCoin = 0; SoldierM.GetUpStarNeed(Info.SoldierTypeID, Info.StarLevel, ref NeedNum, ref NeedCoin); int Have = Info.GetHaveFragmentNum(); //当前灵魂石 SetPercentageNum(Have, NeedNum); MyHead.SprRedPoint.SetActive(false); }
public override void WndStart() { base.WndStart(); SoldierDC.GetSoldiers(ref m_allExistSoldier, CombatLoactionType.ALL); SoldierM.SortSoldierList(ref m_allExistSoldier); if (MyHead.BtnLeft) { MyHead.BtnLeft.OnClickEventHandler += BtnLeft_OnClickEventHandler; } if (MyHead.BtnRight) { MyHead.BtnRight.OnClickEventHandler += BtnRight_OnClickEventHandler; } CreateItems(); }
/// <summary> /// 检测技能是否可升级(策划案提供) /// 1 金币不足,2等级达到上限,0是能够升级,3技能为空不能升级,4技能点不足 5技能升级空间不足 /// </summary> public int CheckSkillCanUp() { if (m_soldierSkill == null) { NGUIUtil.DebugLog("m_soldierSkill == null "); return(3); } int teamMaxLevel = SoldierM.GetSoldierMaxLevel(); int skillMaxLevel = ConfigM.GetSkillMaxLevel(m_iSkillNo); if (m_soldierSkill.m_level == skillMaxLevel) //技能等级达到上限 { return(2); } int skillUpCoin = SoldierM.GetUpSkillLevelNeed(m_soldierSkill.m_level + 1, m_iSkillNo); int userCoin = UserDC.GetCoin(); if (skillUpCoin > userCoin) { return(1); } if (UserDC.GetLeftSkillPoints() < 1) { return(4); } int m = 0; int n = m_iSoldierLevel; //当前炮弹兵等级 int p = m_soldierSkill.m_level; //技能等级 int q = teamMaxLevel - skillMaxLevel; //战队等级上限 - 技能等级上限 m = n - p - q; if (m >= 1) { return(0); } else { return(5); } }
/// <summary> /// 从protobuf 解析静态数据到本地 /// </summary> /// <param name="msg"></param> public static void LoadStaticDataToLocal(sdata.StaticDataResponse msg) { ConfigM.Init(msg); buildingM.Init(msg); DeckM.Init(msg); UserM.Init(msg); SoldierM.Init(msg); SummonM.Init(msg); SkillM.Init(msg); StageM.Init(msg); RoleNameM.Init(msg); ItemM.Init(msg); GodSkillM.Init(msg); AthleticsM.Init(msg); ErnieM.Init(msg); FruitionM.Init(msg); ShipPlanM.Init(msg); }
/// <summary> /// 新手引导可用的简化接口 /// </summary> public void SetTropiesData(int soldierTypeID) { s_itemtypeInfo itypeInfo = new s_itemtypeInfo(); s_soldier_typeInfo soldierInfo = SoldierM.GetSoldierType(soldierTypeID); List <sdata.s_itemtypeInfo> l = new List <s_itemtypeInfo>(); if (soldierInfo != null) { itypeInfo.name = soldierInfo.name; itypeInfo.gtype = 1; itypeInfo.gid = soldierTypeID; } if (itypeInfo != null) { l.Add(itypeInfo); AddTropiesData(l); } }
/// <summary> /// 设置灵魂石 /// </summary> private void SetSoulPercentage() { MyHead.BtnShengXing.gameObject.SetActive(true); if (MyHead.SprSoulPercentage == null || MyHead.LblSoulNum == null) { NGUIUtil.DebugLog("SoldierInfoWnd.cs SprSoulPercentage or LblSoulNum null !!!"); return; } if (m_soldierInfo.StarLevel == ConstantData.MaxStarLevel) { MyHead.SprSoulPercentage.fillAmount = 1.0f; MyHead.LblSoulNum.text = NGUIUtil.GetStringByKey("88800091"); m_bStarLevelUp = false; MyHead.BtnShengXing.gameObject.SetActive(false); } else { //判断碎片满足 int NeedCoin = 0; int NeedNum = 0; SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel + 1, ref NeedNum, ref NeedCoin); int Have = m_soldierInfo.GetHaveFragmentNum();//当前灵魂石 MyHead.SprSoulPercentage.fillAmount = (Have * 1.0f) / NeedNum; MyHead.LblSoulNum.text = string.Format("{0}/{1}", Have, NeedNum); if (Have >= NeedNum) { //屏蔽文字可进化(王振鑫) //NGUIUtil.SetLableTextByCode<int>(MyHead.LblSoulNum, 88800106); if (m_soldierInfo.StarLevel < ConstantData.MaxStarLevel) { m_bStarLevelUp = true; } else { m_bStarLevelUp = false; } } else { //MyHead.LblSoulNum.text = string.Format("{0}/{1}", Have, NeedNum); m_bStarLevelUp = false; } } }
/// <summary> /// 获取怪物数据 /// </summary> public static SoldierInfo Getmonster(s_countershipputInfo Info) { if (Info == null) { return(null); } s_monsterInfo monster = GetMonsterInfo(Info.objid); if (monster == null) { return(null); } SoldierInfo I = SoldierM.GetSoldierInfo(monster); if (I.m_modeltype == 200009 || I.m_modeltype == 102003) { s_monsterInfo monsterturn = GetMonsterInfo(Info.objid + 1); I.m_TurnInfo = SoldierM.GetSoldierInfo(monsterturn); if (I.m_TurnInfo != null) { I.m_TurnInfo.CX = Info.cx; I.m_TurnInfo.CY = Info.cy; s_monsterskillorderInfo order = GetSkillOrder(Info.objid + 1); if (order != null && I.m_TurnInfo.m_Skill != null) { I.m_TurnInfo.m_Skill.attack1 = order.attack; I.m_TurnInfo.m_Skill.attack2 = order.attack1; } } } if (I != null) { I.CX = Info.cx; I.CY = Info.cy; s_monsterskillorderInfo order = GetSkillOrder(Info.objid); if (order != null && I.m_Skill != null) { I.m_Skill.attack1 = order.attack; I.m_Skill.attack2 = order.attack1; } } return(I); }
public void SetZhuangBeiList(List <int> listItemID) { bool bRedPot = false; for (int i = 0; i < listItemID.Count; i++) { int itemTypeID = 0; EquipmentPutType type = SoldierM.CheckCanPutEquip(Info, listItemID[i], i, ref itemTypeID); EquipPutType = type; if (type == EquipmentPutType.CanPut || type == EquipmentPutType.CanCombine || type == EquipmentPutType.CanCombinePut) { NGUIUtil.Set2DSprite(MyHead.SprZhuangBeiList[i], "Textures/item/", "pdbxx_002ic"); } else if (type == EquipmentPutType.HaveCannot) { NGUIUtil.Set2DSprite(MyHead.SprZhuangBeiList[i], "Textures/item/", "pdbxx_003ic"); } else if (type == EquipmentPutType.HavePut) { ItemTypeInfo info1 = ItemDC.GetItem(listItemID[i]); if (info1 == null || info1.Positon == 0) { NGUIUtil.DebugLog("获取已装备的信息失败 itemID =" + listItemID[i]); MyHead.SprZhuangBeiList[i].sprite2D = null; continue; } else { NGUIUtil.Set2DSprite(MyHead.SprZhuangBeiList[i], "Textures/item/", info1.m_Icon.ToString()); } } else { MyHead.SprZhuangBeiList[i].sprite2D = null; } if (!bRedPot) { bRedPot = (type == EquipmentPutType.CanPut) || (type == EquipmentPutType.CanCombinePut); } } MyHead.SprLittleRed.gameObject.SetActive(bRedPot); }
private void ShowLblItemCount() { if (m_wndType == 1) { int count = ItemDC.GetItemCount(m_itemInfo.id); string countText = string.Format("[FF7E14]" + NGUIUtil.GetStringByKey("88800040") + "[-][9C4314]{0}[-][FF7E14]" + NGUIUtil.GetStringByKey("88800037") + "[-]", count); MyHead.LblItemAmount.text = countText; } else if (m_wndType == 2 && m_soldierInfo != null) { int NeedNum = 0; int NeedCoin = 0; SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel + 1, ref NeedNum, ref NeedCoin); int Have = m_soldierInfo.GetHaveFragmentNum(); //当前灵魂石 MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString(); } else if (m_wndType == 3 && m_soldierInfo != null) { int NeedNum = 0; int NeedCoin = 0; SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel, ref NeedNum, ref NeedCoin); int Have = m_soldierInfo.GetHaveFragmentNum(); //当前灵魂石 MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString(); } else if (m_wndType == 4 && m_buildInfo != null) { int iCoin = 0; int NeedNum = 0; buildingM.GetUpStarNeed(m_buildInfo.BuildType, m_buildInfo.StarLevel + 1, ref NeedNum, ref iCoin); int Have = ItemDC.GetItemCount(m_buildInfo.fragmentTypeID); MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString(); } else if (m_wndType == 5 && m_buildInfo != null) { int iCoin = 0; int NeedNum = 0; buildingM.GetUpStarNeed(m_buildInfo.BuildType, m_buildInfo.StarLevel, ref NeedNum, ref iCoin); int Have = ItemDC.GetItemCount(m_buildInfo.fragmentTypeID); MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString(); } }