public EquipLevelData GetEquipLevelData(int id, int level) { int i = (id * 1000) + level; EquipLevelData l = GameShared.Instance.GetEquipmentIntensifyById(i); return(l); }
public Hashtable QueryEquipmentIntensifyTable() { InitDB(); SqliteDataReader sqReader = db.ExecuteQuery("select * FROM g_equipment_enhance INNER JOIN item_icon ON g_equipment_enhance.icon_id=item_icon.id"); //SqliteDataReader sqReader = db.ReadFullTable("g_equipment_enhance"); Hashtable table = new Hashtable(); while (sqReader.Read()) { EquipLevelData item = new EquipLevelData(); item.g_csv_id = sqReader.GetInt32(sqReader.GetOrdinal("g_csv_id")); item.csv_id = sqReader.GetInt32(sqReader.GetOrdinal("csv_id")); item.name = sqReader.GetString(sqReader.GetOrdinal("name")); item.icon_id = sqReader.GetInt32(sqReader.GetOrdinal("icon_id")); item.path = sqReader.GetString(sqReader.GetOrdinal("path")); item.attrArr[(int)Def.AttrType.FightPower] = sqReader.GetInt32(sqReader.GetOrdinal("combat")); item.attrArr[(int)Def.AttrType.Defense] = sqReader.GetInt32(sqReader.GetOrdinal("defense")); item.attrArr[(int)Def.AttrType.Crit] = sqReader.GetInt32(sqReader.GetOrdinal("critical_hit")); item.attrArr[(int)Def.AttrType.Pray] = sqReader.GetInt32(sqReader.GetOrdinal("king")); item.additionArr[(int)Def.AttrType.FightPower] = sqReader.GetInt32(sqReader.GetOrdinal("combat_probability")); item.additionArr[(int)Def.AttrType.Defense] = sqReader.GetInt32(sqReader.GetOrdinal("defense_probability")); item.additionArr[(int)Def.AttrType.Crit] = sqReader.GetInt32(sqReader.GetOrdinal("critical_hit_probability")); item.additionArr[(int)Def.AttrType.Pray] = sqReader.GetInt32(sqReader.GetOrdinal("king_probability")); item.enhance_success_rate = sqReader.GetInt32(sqReader.GetOrdinal("enhance_success_rate")); item.currency_type = sqReader.GetInt32(sqReader.GetOrdinal("currency_type")); item.currency_num = sqReader.GetInt32(sqReader.GetOrdinal("currency_num")); table.Add(item.g_csv_id, item); } return(table); }
public void InitEquipData() { System.Collections.IDictionaryEnumerator enumerator = equipmentIntensifyTable.GetEnumerator(); while (enumerator.MoveNext()) { EquipLevelData r = equipmentIntensifyTable[enumerator.Key] as EquipLevelData; r.attrArr[(int)Def.AttrId.FightPower] = r.combat; r.attrArr[(int)Def.AttrId.Crit] = r.critical_hit; r.attrArr[(int)Def.AttrId.Defense] = r.defense; r.attrArr[(int)Def.AttrId.Pray] = r.king; r.additionArr[(int)Def.AttrId.FightPower] = r.combat_probability; r.additionArr[(int)Def.AttrId.Crit] = r.critical_hit_probability; r.additionArr[(int)Def.AttrId.Defense] = r.defense_probability; r.additionArr[(int)Def.AttrId.Pray] = r.king_probability; } }
public void GetEquipList(List <C2sSprotoType.equipment> list) { equipTable = new Hashtable(); #if Lua LuaFunction f = l.GetFunction("GetEquipList"); object[] obj = f.Call(list, equipTable); #else for (int i = 0; i < list.Count; i++) { EquipViewData e = new EquipViewData(); int id = (int)list[i].csv_id; e.level = (int)list[i].level; if (id > 999) { id = id / 1000; } e.data = GameShared.Instance.GetEquipmentById(id); e.data.levelData = GetEquipLevelData(e.data.csv_id, e.level); Debug.Log("id" + list[i].csv_id + "power" + list[i].combat + "powerp" + list[i].combat_probability); EquipLevelData item = e.data.levelData; item.attrArr[(int)Def.AttrType.FightPower] = list[i].combat; item.attrArr[(int)Def.AttrType.Defense] = list[i].defense; item.attrArr[(int)Def.AttrType.Crit] = list[i].critical_hit; item.attrArr[(int)Def.AttrType.Pray] = list[i].king; item.additionArr[(int)Def.AttrType.FightPower] = list[i].combat_probability; item.additionArr[(int)Def.AttrType.Defense] = list[i].defense_probability; item.additionArr[(int)Def.AttrType.Crit] = list[i].critical_hit_probability; item.additionArr[(int)Def.AttrType.Pray] = list[i].king_probability; item.enhance_success_rate = (int)list[i].enhance_success_rate; equipTable.Add(e.data.csv_id, e); if (UserManager.Instance.equipTable.Contains(e.data.csv_id)) { UserManager.Instance.equipTable[e.data.csv_id] = e; } else { UserManager.Instance.equipTable.Add(e.data.csv_id, e); } } #endif }
/// <summary> /// /// </summary> /// <param name="d1">当前</param> /// <param name="d2">下一</param> public void SetEquipInfo(ref EquipViewData d1) { #if Lua LuaFunction f = l.GetFunction("SetEquipInfo"); object[] obj = f.Call(d1); curEquip = obj[0]; #else EquipLevelData d2 = null; EquipViewData aaa = UserManager.Instance.equipTable[(int)EquipData.EquipType.Boxing] as EquipViewData; EquipViewData bbb = UserManager.Instance.equipTable[(int)EquipData.EquipType.Cloth] as EquipViewData; EquipViewData ccc = UserManager.Instance.equipTable[(int)EquipData.EquipType.Belt] as EquipViewData; EquipViewData ddd = UserManager.Instance.equipTable[(int)EquipData.EquipType.Shoe] as EquipViewData; Debug.Log("a" + aaa.data.levelData.currency_num + "b" + bbb.data.levelData.currency_num + "c" + ccc.data.levelData.currency_num + "d" + ddd.data.levelData.currency_num); if (d1.level < Def.EquipLevelMax) { int id = d1.data.csv_id + 1 % 4; d2 = GetEquipLevelData(d1.data.csv_id, d1.level + 1); } pop.level.text = d1.level + "/" + Def.EquipLevelMax; pop.name.text = d1.data.levelData.name; if (d1.data.levelData.path != null) { pop.itemView.spriteName = d1.data.levelData.path; } string str = ""; string num = ""; if (d2 != null) { for (int i = 0; i < d1.data.levelData.attrArr.Length; i++) { if (d1.data.levelData.attrArr[i] > 0) { switch (i) { case 1: str += "战力"; break; case 2: str += "防御"; break; case 3: str += "暴击"; break; case 4: str += "王者"; break; } pop.attrType.text = str + "提升"; num += d1.data.levelData.attrArr[i] + "-" + d2.attrArr[i]; } } } if (d1 != null) { pop.intensifylevel.text = d1.level + "-" + (d1.level + 1); string ss = ""; switch (d1.data.levelData.currency_type) { case 2: ss = "金币"; break; case 3: ss = "钻石"; break; } if (!UserManager.Instance.ResByType(curLevelEquip.data.levelData.currency_type, curLevelEquip.data.levelData.currency_num)) { pop.use.text = "[FF0000]" + d2.currency_num.ToString() + ss + "[-]"; pop.use.color = new Color(255, 0, 0); } else { pop.use.text = "[00FF00]" + d2.currency_num.ToString() + ss + "[-]"; pop.use.color = new Color(0, 255, 0); } pop.pre.text = (d2.enhance_success_rate + UserManager.Instance.curVipdata.equipment_enhance_success_rate_up_p).ToString() + "%"; pop.attr.text = num; } else { pop.intensifylevel.text = d1.level.ToString(); pop.use.text = ""; pop.pre.text = ""; pop.attr.text = num; } int temp = 0; temp = BagMgr.Instance.GetItemNumById(d1.data.levelData.currency_type); #endif }