Ejemplo n.º 1
0
    /// <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);
    }
Ejemplo n.º 2
0
    /// <summary>
    /// 炮弹兵是否能增加经验 0:可以增加,1:已经满级不能增加
    /// </summary>
    /// <returns><c>true</c>, if can add exp was checked, <c>false</c> otherwise.</returns>
    /// <param name="SoldireTypeID">炮弹兵ID.</param>
    /// <param name="AddExpNum">炮弹兵增加的经验值</param>
    public static int CheckCanAddExp(int SoldireTypeID, int AddExpNum)
    {
        SoldierInfo info = SoldierDC.GetSoldiers(SoldireTypeID);

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

        s_soldier_experienceInfo expInfo = GetSoldierExpData(info.Level);

        if (expInfo.exp == 0)
        {
            return(1);
        }

        int MaxLvl = UserM.GetUserMaxHeroLevel(info.Level);
        int MaxExp = GetSoldierTotalExpAtLevel(MaxLvl);


        if (info.EXP >= MaxExp)
        {
            return(1);
        }
        else if (info.EXP + AddExpNum < MaxExp)
        {
            return(0);
        }
        else if (info.EXP + AddExpNum > MaxExp && info.EXP < MaxExp)
        {
            return(0);
        }
        return(0);
    }
Ejemplo n.º 3
0
    public bool ShowCaptionUpWnd()
    {
        CombatScene combat = SceneM.GetCurIScene() as CombatScene;

        if (combat != null)
        {
            UserInfo old = combat.m_oldUserInfo;
            if (old.Level < UserDC.GetLevel())
            {
                CaptionUpgradeWnd cuw = WndManager.GetDialog <CaptionUpgradeWnd>();
                int oldMaxPhysical    = UserM.GetMaxPhysical(old.Level);
                int newMaxPhysical    = UserM.GetMaxPhysical(UserDC.GetLevel());
                int oldMaxherolevel   = UserM.GetUserMaxHeroLevel(old.Level);
                int newMaxherolevel   = UserM.GetUserMaxHeroLevel(UserDC.GetLevel());
                cuw.SetData(old.Level, UserDC.GetLevel(),
                            StageDC.GetStageResult().win ? old.Physical - StageDC.GetCounterPartInfo().win_physical : old.Physical - StageDC.GetCounterPartInfo().lose_physical,
                            UserDC.GetPhysical(),
                            oldMaxPhysical, newMaxPhysical, oldMaxherolevel, newMaxherolevel);

                cuw.MyHead.BtnBg.OnClickEventHandler    += BackMainScence;
                cuw.MyHead.BtnClose.OnClickEventHandler += BackMainScence;

                return(true);
            }
        }

        return(false);
    }
Ejemplo n.º 4
0
    /// <summary>
    /// 炮弹兵是否能增加经验 0:可以增加,1:已经满级不能增加,2:吃完了.
    /// </summary>
    /// <returns><c>true</c>, if can add exp was checked, <c>false</c> otherwise.</returns>
    /// <param name="SoldireTypeID">炮弹兵ID.</param>
    /// <param name="AddExpNum">炮弹兵增加的经验值</param>
    ///
    private int CheckCanAdd()
    {
        if (m_parent.GetItemNum() <= 0)
        {
            return(2);
        }

        sdata.s_soldier_experienceInfo expInfo = SoldierM.GetSoldierExpData(Info.Level);
        if (expInfo.exp == 0)
        {
            return(1);
        }

        int MaxLvl = UserM.GetUserMaxHeroLevel(UserDC.GetLevel());
        int MaxExp = SoldierM.GetSoldierExp(MaxLvl);


        if (Info.EXP >= MaxExp && Info.Level >= MaxLvl)
        {
            return(1);
        }

        return(0);
    }