public static void SaveString2() { TextAsset test = Resources.Load <TextAsset>("code/Skill001.lua"); XLua.LuaEnv luaenv = new XLua.LuaEnv(); //luaenv.DoString("CS.UnityEngine.Debug.Log('hello world')"); luaenv.DoString(test.text); luaenv.Dispose(); Debug.Log(test); return; CustomSkill skill = SkillUtils.MakeCustomSkill("001"); skill.id = 001; skill.Trigger(CustomSkill.TriggerType.fight); return; FormulaUtils.GetTowerExtraAttributes(false); return; for (int i = 0; i < 10; i++) { Debug.Log(UnityEngine.Random.Range(0, 0.5f)); } return; //PlayerSQLPrefs.yzTowerLevel = 10; //PlayerSQLPrefs.yzTowerABSLevel = 10; PlayerOtherItem.ReduceItem(GameInstance.GameDatabase.otherItem[0].Id, 10); }
public Skills(string dir, CustomSkill loaded, List <HeroSkill> allSkills, List <string> Icons) { InitializeComponent(); Output = loaded; this.dir = dir; TB_Skill.Enabled = true; TB_SimDesc.Enabled = true; CB_SkillFile.Enabled = false; CB_SkillFile_Skill.Enabled = false; CB_Skill_Custom.Checked = true; skillGroups = allSkills.GroupBy(c => c.DescriptorReference).Select(c => c.ToList()).ToList(); groups = new List <string>(); for (int i = 0; i < skillGroups.Count; i++) { groups.Add(skillGroups[i][0].DescriptorReference); } CB_Icon.Items.AddRange(Icons.ToArray()); CB_SkillFile.Items.AddRange(groups.ToArray()); CB_Levels.Items.AddRange(loaded.Levels.ToArray()); CB_Levels.SelectedIndex = 0; TB_Skill_Name.Text = loaded.Name; TB_Desc.Text = loaded.Desc; CB_Icon.Text = loaded.Icon; ToolTips.AutoPopDelay = 5000; ToolTips.InitialDelay = 250; ToolTips.ReshowDelay = 100; ToolTips.SetToolTip(this.CB_Icon, this.CB_Icon.Text); ToolTips.SetToolTip(this.CB_SkillFile, this.CB_SkillFile.Text); ToolTips.SetToolTip(this.CB_SkillFile_Skill, this.CB_SkillFile_Skill.Text); }
private void BT_Save_Click(object sender, EventArgs e) { var pos = CB_Levels.SelectedIndex; var item = CB_Levels.SelectedItem as SkillLevel; CB_Levels.Items.RemoveAt(pos); CB_Levels.Items.Add(new SkillLevel() { Level = item.Level, SimDescXML = TB_SimDesc.Text, SkillXML = TB_Skill.Text }); List <SkillLevel> levels = new List <SkillLevel>(); levels.AddRange(CB_Levels.Items.OfType <SkillLevel>()); Output = new CustomSkill() { Name = TB_Skill_Name.Text, Desc = TB_Desc.Text, Levels = levels, Icon = CB_Icon.Text }; try { CB_Levels.SelectedIndex = pos; } catch { CB_Levels.SelectedIndex = 0; } }
public void SetData(UseSkillManager manager, string skillId, CustomSkill skill) { this.manager = manager; this.skillId = skillId; this.skill = skill; SkillText.text = skill.skilltype == SkillType.passive ? "被动" : "主动"; SkillName.text = skill.skillName; if (!skill.PowerEnough()) { PowerText.text = "能量不足"; } else { PowerText.text = ""; } }
private void SetupInfo(CustomSkill data) { if (data == null) { return; } if (textTitle != null) { textTitle.text = data == null ? "" : data.id.ToString(); } if (textDescription != null) { textDescription.text = data == null ? "" : data.des; } if (skillName != null) { skillName.text = data == null ? null : data.skillName; } }
public void SetData(CustomSkill currentSkill, Action <string> clickCallBack) { this.currentSkill = currentSkill; skillName.text = currentSkill.skillName; this.clickCallBack = clickCallBack; }