private static void ReadEquConfig(string[] path) { string data = path.Read(); if (string.IsNullOrEmpty(data)) { EquipmentConfigs = new EquipmentConfig(); path.Write(JsonConvert.SerializeObject(EquipmentConfigs)); } else { try { EquipmentConfigs = JsonConvert.DeserializeObject <EquipmentConfig>(data); } catch (Exception ex) { Logger.Add(Enum.LogType.Debug, $"未能成功初始化“{path[1].Replace(".json", "")}”的配置信息", ex); EquipmentConfigs = new EquipmentConfig(); path.Write(JsonConvert.SerializeObject(EquipmentConfigs)); } } if (EquipmentConfigs.Count == 0) { EquipmentConfigs.InitRemote(); } }
private void InitializeEquipmentNameStrs() { ConfigDatabase.DelayLoadFileDelegate delayLoadFileDel = ConfigDelayLoader.DelayLoadConfig; string str = ""; int fileFormat = 0; IFileLoader fileLoader = delayLoadFileDel(typeof(EquipmentConfig), out str, out fileFormat); EquipmentConfig config1 = ConfigDatabase.LoadConfig <EquipmentConfig>(ConfigDatabase.DefaultCfg, fileLoader, fileFormat, str); config1.GetType(); //int weaponCount = 0; //for (int i = 0; i < ConfigDatabase.DefaultCfg.EquipmentConfig.equipments.Count; i++) //{ // EquipmentConfig.Equipment equipmentCfg = ConfigDatabase.DefaultCfg.EquipmentConfig.equipments[i]; // if (equipmentCfg.type == EquipmentConfig._Type.Weapon) // { // weaponCount++; // } //} //equipmentStrs = new string[weaponCount]; //equipmentIds = new int[weaponCount]; //for (int i = 0; i < ConfigDatabase.DefaultCfg.EquipmentConfig.equipments.Count; i++) //{ // EquipmentConfig.Equipment equipmentCfg = ConfigDatabase.DefaultCfg.EquipmentConfig.equipments[i]; // if (equipmentCfg.type == EquipmentConfig._Type.Weapon) // { // string name = ItemInfoUtility.GetAssetName(equipmentCfg.id); // equipmentIds[i] = equipmentCfg.id; // equipmentStrs[i] = name; // } //} }
public override void OnRefreshWindow() { _listItem.Clear(); foreach (var item in UserManager.Instance.ItemList) { if (item.IsEquip() && item.Cfg.Type == (int)_equipType) { if (item.IsBook()) { BingfaConfig cfg = BingfaConfigLoader.GetConfig(item.ConfigID); if (cfg.Level >= _limitLevel) { _listItem.Add(item); } } else { EquipmentConfig cfg = EquipmentConfigLoader.GetConfig(item.ConfigID); if (cfg.Level >= _limitLevel) { _listItem.Add(item); } } } } SmithyManager.Instance.SortItem(_listItem); _listView.Data = _listItem.ToArray(); _listView.OnClickListItem = OnSelectItem; _listView.Refresh(); }
internal void tryaddtodis(int rowindex, int equipcid) { GridPanel p = nondislist.PrimaryGrid; int cid = (int)p.GetCell(rowindex, 5).Value; EquipmentConfig ec = GameConfigs.instance.GetEquipmentByCid(cid); if (cid == equipcid) { object[] vals = new object[6]; vals[0] = p.GetCell(rowindex, 1).Value; vals[1] = p.GetCell(rowindex, 2).Value; vals[2] = p.GetCell(rowindex, 3).Value; vals[3] = tools.helper.getEquipmentImage(ec); vals[4] = "移除"; vals[5] = cid; GridRow gr = new GridRow(vals); dislist.PrimaryGrid.Rows.Add(gr); gr.RowHeight = 90; p.Rows.Remove(p.Rows[rowindex]); } //var sc = AllShipConfigs.instance.getShip(cid); tools.configmng.instance.adddisequip(cid, tools.helper.getstartstring(ec.star) + " " + ec.title); //EditorCell.GridRow.Cells[1].CellStyles.Default.Background = new DevComponents.DotNetBar.SuperGrid.Style.Background(s == "吃掉" ? Color.White : Color.LightGreen); }
// 更新预览的内容 private void UpdatePreview() { if (_equipType == ItemType.BOOK) { _imgPreview.sprite = ResourceManager.Instance.GetBookImage(_selectEquipID); _txtRandom.gameObject.SetActive(true); _txtBase.gameObject.SetActive(false); _txtPink.gameObject.SetActive(false); _txtOrange.gameObject.SetActive(false); BingfaConfig cfg = BingfaConfigLoader.GetConfig(_selectEquipID); _txtPreviewName.text = Str.Format("UI_LEVEL", cfg.EquipLevel) + " " + cfg.Name; } else { EquipmentConfig cfg = EquipmentConfigLoader.GetConfig(_selectEquipID); _imgPreview.sprite = ResourceManager.Instance.GetEquipImage(_selectEquipID); _txtRandom.gameObject.SetActive(false); _txtBase.gameObject.SetActive(true); _txtPink.gameObject.SetActive(true); _txtOrange.gameObject.SetActive(true); _txtBaseAttr.text = SmithyManager.Instance.GetBaseAttr(_selectEquipID); _txtPreviewName.text = Str.Format("UI_LEVEL", cfg.EquipLevel) + " " + cfg.Name; _txtPinkAttr[0].text = SmithyManager.Instance.GetAddAttr(cfg.PurpleAttribute1); _txtOrangeAttr[0].text = SmithyManager.Instance.GetAddAttr(cfg.OrangeAttribute1); _txtOrangeAttr[1].text = SmithyManager.Instance.GetAddAttr(cfg.OrangeAttribute2); } }
static int ReadConfig(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 1); EquipmentConfig obj = (EquipmentConfig)LuaScriptMgr.GetNetObjectSelf(L, 1, "EquipmentConfig"); obj.ReadConfig(); return(0); }
public void SetInfo(EquipmentConfig cfg, bool isLock) { EquipID = cfg.CfgId; _txtLevel.text = Str.Format("UI_LEVEL", cfg.EquipLevel) + " " + cfg.Name; _imgLock.gameObject.SetActive(isLock); _btnLevel.interactable = !isLock; }
// 选择模具 public List <ItemInfo> SelectModelEquip(int equipCfgID) { List <ItemInfo> ret = new List <ItemInfo>(); ItemsConfig cfg = ItemsConfigLoader.GetConfig(equipCfgID); int demandCount = 0; if (cfg.Type < (int)ItemType.BOOK) { EquipmentConfig cfgEquip = EquipmentConfigLoader.GetConfig(equipCfgID); demandCount = cfgEquip.MoldDemand; // 遍历所有装备,获取比当前装备低一级的所有装备(低一级是底线,可以等级更高) foreach (var item in UserManager.Instance.ItemList) { if (item.Cfg.Type < (int)ItemType.BOOK) { EquipmentConfig itemCfg = EquipmentConfigLoader.GetConfig(item.ConfigID); if (itemCfg.Level >= cfgEquip.Level - 1 && itemCfg.Type == cfgEquip.Type) { ret.Add(item); } } } } else { BingfaConfig cfgBook = BingfaConfigLoader.GetConfig(equipCfgID); demandCount = cfgBook.MoldDemand; // 遍历所有装备,获取比当前装备低一级的所有装备(低一级是底线,可以等级更高) foreach (var item in UserManager.Instance.ItemList) { if (item.Cfg.Type == (int)ItemType.BOOK) { BingfaConfig itemCfg = BingfaConfigLoader.GetConfig(item.ConfigID); if (itemCfg.Level >= cfgBook.Level - 1 && itemCfg.Type == cfgBook.Type) { ret.Add(item); } } } } SortItem(ret); if (demandCount < ret.Count) { return(ret.GetRange(0, demandCount)); } else { return(ret); } }
public void setEquipConfigs(EquipmentConfig[] equipList) { this.equipments = new Dictionary<int, EquipmentConfig>(); this._equipmentCids = new List<int>(); foreach (EquipmentConfig config in equipList) { this._equipmentCids.Add(config.cid); this.equipments[config.cid] = config; } }
public void Initialize(EquipmentConfig _config) { config = _config; ApplyType(); id = config.id; maxUses = config.uses[config.level - 1]; uses = maxUses; cooldown = config.cooldown[config.level - 1]; }
public Equipment(EquipmentConfig config, bool isDefault = false) : base(config) { this.isDefault = isDefault; isEquipped = false; equipSlot = config.EquipSlot; hullMod = Mathf.Floor(Random.Range(config.HullModRange.x, config.HullModRange.y)); shieldMod = Mathf.Floor(Random.Range(config.ShieldModRange.x, config.ShieldModRange.y)); engineMod = Mathf.Floor(Random.Range(config.EngineModRange.x, config.EngineModRange.y)); weaponMod = Mathf.Floor(Random.Range(config.WeaponModRange.x, config.WeaponModRange.y)); auxMod = Mathf.Floor(Random.Range(config.AuxModRange.x, config.AuxModRange.y)); }
static int GetBaseConfig(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 3); EquipmentConfig obj = (EquipmentConfig)LuaScriptMgr.GetNetObjectSelf(L, 1, "EquipmentConfig"); uint arg0 = (uint)LuaScriptMgr.GetNumber(L, 2); uint arg1 = (uint)LuaScriptMgr.GetNumber(L, 3); EquipmentBaseDataConfig o = obj.GetBaseConfig(arg0, arg1); LuaScriptMgr.PushObject(L, o); return(1); }
public Equipment(int[] stats, EquipmentConfig config, bool isEquipped, bool isDefault = false) : base(config) { this.isDefault = isDefault; this.isEquipped = isEquipped; equipSlot = config.EquipSlot; hullMod = stats[(int)StatType.Hull]; shieldMod = stats[(int)StatType.Shield]; engineMod = stats[(int)StatType.Engine]; weaponMod = stats[(int)StatType.Weapon]; auxMod = stats[(int)StatType.Aux]; }
// 获取物品大图 public Sprite GetEquipImage(int itemID) { EquipmentConfig cfg = EquipmentConfigLoader.GetConfig(itemID); if (cfg == null || string.IsNullOrEmpty(cfg.CreateIcon)) { return(GetSprite("Texture/ItemIcon2/1")); } return(GetSprite("Texture/ItemIcon2/" + cfg.CreateIcon)); }
public override void OnRefreshWindow() { if (_info == null) { return; } HeroInfo heroInfo = UserManager.Instance.GetHeroByItem(_info.EntityID); if (heroInfo != null) { _txtHasEquip.gameObject.SetActive(true); _txtHasEquip.text = string.Format("{0}({1})", Str.Get("UI_HAS_EQUIP"), heroInfo.Cfg.HeroName); } else { _txtHasEquip.gameObject.SetActive(false); } _ImageItemIconBg.sprite = ResourceManager.Instance.GetIconBgByQuality(_info.Cfg.Quality); _imageItemIcon.sprite = ResourceManager.Instance.GetItemIcon(_info.ConfigID); _txtItemName.text = _info.Cfg.Name; _txtItemName.color = ResourceManager.Instance.GetColorByQuality(_info.Cfg.Quality); _txtItemType.text = ItemInfo.GetItemTypeName(_info.Cfg.Type); _itemAttribute.SetInfo(_info); if (_info.IsEquip()) { Color color = ResourceManager.Instance.GetColorByQuality(_info.Quality); _txtQuality.text = ItemInfo.GetQualityName(_info.Quality); _txtQuality.color = color; _txtQualityText.color = color; _txtQualityText.gameObject.SetActive(true); _txtScore.text = _info.GetScore().ToString(); _txtScore.color = color; _txtScoreText.color = color; _txtScoreText.gameObject.SetActive(true); if (_info.IsBook()) { // 如果是兵法书 BingfaConfig cfg = BingfaConfigLoader.GetConfig(_info.ConfigID); _txtItemLevel.text = cfg.EquipLevel.ToString(); } else { // 如果是装备 EquipmentConfig cfg = EquipmentConfigLoader.GetConfig(_info.ConfigID); _txtItemLevel.text = cfg.EquipLevel.ToString(); } } }
// 基础属性的锻造范围 public string GetBaseAttr(int cfgID) { EquipmentConfig cfg = EquipmentConfigLoader.GetConfig(cfgID); List <int> list = new List <int>(); ParseAttr(list, cfg.WhiteLow); ParseAttr(list, cfg.GreenLower); ParseAttr(list, cfg.BlueLower); ParseAttr(list, cfg.PurpleLower); ParseAttr(list, cfg.OrangeLower); list.Sort(); return(string.Format("{0}+ {1}-{2}", ItemInfo.GetAttrName(cfg.BasicType), list[0], list[list.Count - 1])); }
static int _CreateEquipmentConfig(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { EquipmentConfig obj = new EquipmentConfig(); LuaScriptMgr.PushObject(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: EquipmentConfig.New"); } return(0); }
private void LoadEquipmentConfig() { string filePath = Path.Combine(UnityEngine.Application.streamingAssetsPath, equipmentFileName); if (File.Exists(filePath)) { // Read the json from the file into a string string dataAsJson = File.ReadAllText(filePath); // Pass the json to JsonUtility, and tell it to create a GameData object from it loadedData = UnityEngine.JsonUtility.FromJson <EquipmentConfig>(dataAsJson); } else { loadedData = EquipmentConfig.SampleData(); Debug.LogError("Cannot load game data!"); } }
public override void SetInfo(object data) { ItemInfo info = data as ItemInfo; if (info == null) { return; } _info = info; _ImageItemIconBg.sprite = ResourceManager.Instance.GetIconBgByQuality(info.Cfg.Quality); _imageItemIcon.sprite = ResourceManager.Instance.GetItemIcon(info.ConfigID); _txtItemName.text = info.Cfg.Name; _txtItemName.color = ResourceManager.Instance.GetColorByQuality(info.Cfg.Quality); _txtItemType.text = ItemInfo.GetItemTypeName(info.Cfg.Type); _itemAttribute.SetInfo(_info); if (info.IsEquip()) { Color color = ResourceManager.Instance.GetColorByQuality(info.Quality); _txtQuality.text = ItemInfo.GetQualityName(info.Quality); _txtQuality.color = color; _txtQualityText.color = color; _txtQualityText.gameObject.SetActive(true); _txtScore.text = info.GetScore().ToString(); _txtScore.color = color; _txtScoreText.color = color; _txtScoreText.gameObject.SetActive(true); if (info.IsBook()) { // 如果是兵法书 BingfaConfig cfg = BingfaConfigLoader.GetConfig(info.ConfigID); _txtItemLevel.text = cfg.EquipLevel.ToString(); } else { // 如果是装备 EquipmentConfig cfg = EquipmentConfigLoader.GetConfig(info.ConfigID); _txtItemLevel.text = cfg.EquipLevel.ToString(); } } }
public void LoadEquipment(EquipmentData data) { if (data == null) { return; } isLoading = true; for (int i = 0; i < data.equipments.Count; i++) { EquipmentConfig config = ItemDict.GetItem(data.equipments[i]) as EquipmentConfig; Equipment equipment = config.Create() as Equipment; equipment.SetStatModValueFromSave(data.equipmentStats[i]); equipment.Use(); } isLoading = false; }
public override LootConfig DropLoot(LootRarity minRarity, LootRarity maxRarity) { EquipmentConfig droppedLoot = null; LootRarity poolRarity = maxRarity; // Prioritize higher rarity drops while (poolRarity >= minRarity && poolRarity >= 0) { droppedLoot = lootPools[(int)poolRarity]?.RollForLoot() as EquipmentConfig; if (droppedLoot) { return(droppedLoot); // return as soon as a loot has been selected } poolRarity--; } return(droppedLoot); // If no loot drops, returns null }
private void StationSettings_Shown(object sender, EventArgs e) { sc = XmlConfigHelper.Load <StationConfig>(stationConfigFile); this.textBox_Comport.Text = sc.DutComport; cpEc = sc.EquipmentConfig.Find(x => x.InstrumentType.Equals("CP")); this.comboBox_ConnectType.Text = cpEc.ConnectionType.ToString(); this.textBox_InstrAddr.Text = cpEc.Address; psEc = sc.EquipmentConfig.Find(x => x.InstrumentType.Equals("PS")); this.textBox_PSAddr.Text = psEc.Address; foreach (var item in sc.RFNetLossConfigs) { string[] row = { item.BandName, item.UpLinkChannel.ToString(), item.UplinkLossMain.ToString("F2"), item.DownlinkLossMain.ToString("F2"), item.UplinkLossDiv.ToString("F2"), item.DownlinkLossDiv.ToString("F2") }; this.dataGridView_RFLossConfig.Rows.Add(row); } }
private void SelectEquip(int equipID) { _selectEquipID = equipID; if (_equipType == ItemType.BOOK) { // 选择的是兵法 BingfaConfig cfg = BingfaConfigLoader.GetConfig(_selectEquipID); _needMoldCount = cfg.MoldDemand; _needStuffItems = SmithyManager.Instance.ParseItems(cfg.MaterialDemand); _needMoldItems = SmithyManager.Instance.SelectModelBook(_selectEquipID); _needMoney = 0; _needGold = 0; } else { // 选择的是装备 EquipmentConfig cfg = EquipmentConfigLoader.GetConfig(_selectEquipID); _needMoldCount = cfg.MoldDemand; _needStuffItems = SmithyManager.Instance.ParseItems(cfg.MaterialDemand); _needMoldItems = SmithyManager.Instance.SelectModelEquip(_selectEquipID); _needMoney = cfg.GoldDemand; _needGold = cfg.LuckyBuild; } foreach (var item in _itemPanel) { item.gameObject.SetActive(false); } int count = _needMoldCount + _needStuffItems.Count; _currentPanel = _itemPanel[count - 2]; _currentPanel.gameObject.SetActive(true); _currentPanel.SetInfo(equipID, _needMoldItems, _needStuffItems, _needMoldCount); _txtSmithing.text = _needMoney.ToString(); _txtLuckSmithing.text = _needGold.ToString(); UpdatePreview(); }
public static Image getEquipmentImage(EquipmentConfig us) { Bitmap bgsrc = tools.helper.OpenImage("res/png/bigbg/fullColor" + us.star + ".png") as Bitmap; Bitmap bigsrc = tools.helper.OpenImage("res/png/weapon_icon/" + us.picId + ".png") as Bitmap; Rectangle newsize = new Rectangle(0, 0, 256, 256); Bitmap target = new Bitmap(newsize.Width, newsize.Height); Font titleFont = new Font("微软雅黑", 16); SolidBrush titleBrush = new SolidBrush(Color.Black); using (Graphics g = Graphics.FromImage(target)) { g.DrawImage(bgsrc, new Rectangle(0, 0, target.Width, target.Height), new Rectangle(0, 0, bgsrc.Width, bgsrc.Height), GraphicsUnit.Pixel); g.DrawImage(bigsrc, new Rectangle(0, 0, target.Width, target.Height), new Rectangle(0, 0, bigsrc.Width, bigsrc.Height), GraphicsUnit.Pixel); g.DrawString(us.title , titleFont, titleBrush, new PointF(5.0f, 5.0f)); } return target as Image; }
public override void OnRefreshWindow() { ItemsConfig cfg = ItemsConfigLoader.GetConfig(_itemCfgID); _ImageItemIconBg.sprite = ResourceManager.Instance.GetIconBgByQuality(cfg.Quality); _imageItemIcon.sprite = ResourceManager.Instance.GetItemIcon(_itemCfgID); _txtItemName.text = cfg.Name; _txtItemName.color = ResourceManager.Instance.GetColorByQuality(cfg.Quality); _txtItemType.text = ItemInfo.GetItemTypeName(cfg.Type); if (cfg.Type == (int)ItemType.BOOK) { // 如果是兵法书 BingfaConfig cfgBook = BingfaConfigLoader.GetConfig(_itemCfgID); _txtItemLevel.text = cfgBook.EquipLevel.ToString(); } else { // 如果是装备 EquipmentConfig cfgEquip = EquipmentConfigLoader.GetConfig(_itemCfgID); _txtItemLevel.text = cfgEquip.EquipLevel.ToString(); } }
private void updateDisList() { GridPanel panel = dislist.PrimaryGrid; panel.Rows.Clear(); var dlist = tools.configmng.instance.getDisEquipList(); foreach (var cid in dlist.Keys) { try { EquipmentConfig ec = GameConfigs.instance.GetEquipmentByCid(int.Parse(cid)); List <int> vallist = new List <int> { ec.atk, ec.torpedo, ec.aircraftAtk, ec.airDef, ec.antisub, ec.radar, ec.hit, ec.miss, ec.range, ec.luck, ec.def }; string[] props = new string[4] { "", "", "", "" }; int count = 0; for (int j = 0; (j < vallist.Count) && (count < 4); j++) { if (vallist[j] != 0) { props[count] = tools.helper.getShipProptypestring(type_order_list[j]) + ":" + tools.helper.getShipProptypeval(type_order_list[j], vallist[j]); count++; } } if (ec != null) { object[] vals = new object[6]; vals[0] = tools.helper.getstartstring(ec.star); vals[1] = tools.helper.getEquipmentTypeString(ec.type); vals[2] = ec.title + "\r\n" + props[0] + "\r\n" + props[1] + "\r\n" + props[2] + "\r\n" + props[3]; vals[3] = tools.helper.getEquipmentImage(ec); vals[4] = "移除"; vals[5] = ec.cid; GridRow gr = new GridRow(vals); panel.Rows.Add(gr); gr.RowHeight = 90; } }catch (Exception e) { } } }
public SmithyItemWidget[] _itemList; // 物品栏 public void SetInfo(int equipCfgID, List <ItemInfo> mold, List <SmithyManager.SmithyItemInfo> stuff, int moldNeedCount) { _itemFinal.SetInfo(equipCfgID, SmithyItemWidget.WidgetType.EQUIP, 1, 0); ItemsConfig cfg = ItemsConfigLoader.GetConfig(equipCfgID); int level = 0; if (cfg.Type < (int)ItemType.BOOK) { EquipmentConfig cfgDest = EquipmentConfigLoader.GetConfig(equipCfgID); level = cfgDest.Level - 1; } else { BingfaConfig cfgDest = BingfaConfigLoader.GetConfig(equipCfgID); level = cfgDest.Level - 1; } for (int i = 0; i < _itemList.Length; ++i) { if (i < moldNeedCount) { // 排模具 if (i < mold.Count) { // 有足够的模具 _itemList[i].SetInfo(mold[i], SmithyItemWidget.WidgetType.MOLD, 1, 1); } else { // 模具不足 _itemList[i].SetInfo(null, SmithyItemWidget.WidgetType.MOLD, 1, 1); } _itemList[i].SetMoldInfo(i, (ItemType)cfg.Type, level); } else { // 排材料 int index = i - moldNeedCount; if (index < stuff.Count) { // 材料不足 SmithyManager.SmithyItemInfo itemInfo = stuff[index]; if (itemInfo.CfgID == GameConfig.ITEM_CONFIG_ID_WOOD) { // 木材 _itemList[i].SetInfo(itemInfo.CfgID, SmithyItemWidget.WidgetType.MATERIAL, UserManager.Instance.Wood, itemInfo.Count); } else if (itemInfo.CfgID == GameConfig.ITEM_CONFIG_ID_STONE) { // 石材 _itemList[i].SetInfo(itemInfo.CfgID, SmithyItemWidget.WidgetType.MATERIAL, UserManager.Instance.Stone, itemInfo.Count); } else { // 普通材料 ItemInfo info = UserManager.Instance.GetItemByConfigID(itemInfo.CfgID); if (info != null) { _itemList[i].SetInfo(itemInfo.CfgID, SmithyItemWidget.WidgetType.MATERIAL, info.Number, itemInfo.Count); } else { _itemList[i].SetInfo(itemInfo.CfgID, SmithyItemWidget.WidgetType.MATERIAL, 0, itemInfo.Count); } } } else { // 材料种类充足(并不确定具体每个材料是否充足) _itemList[i].SetInfo(0, SmithyItemWidget.WidgetType.MATERIAL, 0, 0); } } } }
public void SetItemInfo(ItemInfo info) { _currentItemInfo = info; // 在背包中显示 if (info.CouldUse() || info.IsEquip()) { // 可以使用 _btnUse.gameObject.SetActive(true); _btnDetail.gameObject.SetActive(false); if (info.IsEquip()) { _txtUseText.text = Str.Get("UI_EQUIP"); } else { _txtUseText.text = Str.Get("UI_USE"); } } else { _btnUse.gameObject.SetActive(false); _btnDetail.gameObject.SetActive(true); } _btnSell.gameObject.SetActive(true); _ImageItemIconBg.sprite = ResourceManager.Instance.GetIconBgByQuality(info.Cfg.Quality); _ImageItemIconBgCover.sprite = ResourceManager.Instance.GetIconBgCoverByQuality(info.Cfg.Quality); _imageItemIcon.sprite = ResourceManager.Instance.GetItemIcon(info.ConfigID); _txtItemName.text = info.Cfg.Name; _txtItemName.color = ResourceManager.Instance.GetColorByQuality(info.Cfg.Quality); _txtItemDesc.text = info.Cfg.Decription; _txtItemSellPrice.text = info.Cfg.Price.ToString(); if (info.IsEquip()) { Color color = ResourceManager.Instance.GetColorByQuality(info.Quality); _txtQuality.text = ItemInfo.GetQualityName(info.Quality); _txtQuality.color = color; _txtQualityText.color = color; _txtQualityText.gameObject.SetActive(true); _txtScore.text = info.GetScore().ToString(); _txtScore.color = color; _txtScoreText.color = color; _txtScoreText.gameObject.SetActive(true); _txtBaseAttrText.gameObject.SetActive(false); _txtAddAttrText.gameObject.SetActive(false); _txtAttrText.gameObject.SetActive(false); _txtItemDesc.gameObject.SetActive(false); if (info.IsBook()) { _txtAttrText.gameObject.SetActive(true); // 如果是兵法书 // 显示tip for (int i = 0; i < _txtAttributes.Length; ++i) { string txt = info.GetAttrDesc(i, 0, true); if (!string.IsNullOrEmpty(txt)) { _txtAttributes[i].text = txt; _txtAttributes[i].color = color; _txtAttributes[i].gameObject.SetActive(true); } else { _txtAttributes[i].gameObject.SetActive(false); } } } else { _txtBaseAttrText.gameObject.SetActive(true); // 如果是装备 EquipmentConfig cfg = EquipmentConfigLoader.GetConfig(info.ConfigID); _txtBaseAttr.text = info.GetAttrDesc(0, cfg.BasicType, true); bool showAdd = false; for (int i = 0; i < _txtAddAttr.Length; ++i) { string txt = info.GetAttrDesc(i, cfg.BasicType, false); if (!string.IsNullOrEmpty(txt)) { _txtAddAttr[i].text = txt; _txtAddAttr[i].color = color; _txtAddAttr[i].gameObject.SetActive(true); showAdd = true; } else { _txtAddAttr[i].gameObject.SetActive(false); } } _txtAddAttrText.gameObject.SetActive(showAdd); } } else { _txtItemDesc.gameObject.SetActive(true); _txtItemDesc.text = info.Cfg.Decription; _txtQualityText.gameObject.SetActive(false); _txtScoreText.gameObject.SetActive(false); _txtBaseAttrText.gameObject.SetActive(false); _txtAddAttrText.gameObject.SetActive(false); _txtAttrText.gameObject.SetActive(false); } }
private void updateWeaponSelGrid() { GridPanel panel = equiplist.PrimaryGrid; panel.Rows.Clear(); if (shipid <= 0) { return; } UserShip uss = GameData.instance.GetShipById(shipid); if (uss == null || uss.ship == null) { return; } Dictionary <int, KeyValuePair <UserEquipment, int> > canlist = new Dictionary <int, KeyValuePair <UserEquipment, int> >(); List <UserEquipment> userEquipments = GameData.instance.UserEquipments; ShipType type = uss.ship.type; int num = uss.capacitySlotMax[ship_slot_index - 1]; foreach (UserEquipment equipment in userEquipments) { if (equipment.status == 0) { EquipmentConfig config = equipment.config; if (config.CanUsedInShip(type) && uss.ship.CanUseEquip((int)config.type)) { if ((num == 0) && this.IsAirPlane(equipment.config)) { } else { if (canlist.ContainsKey(config.cid)) { var kv = canlist[config.cid]; canlist[config.cid] = new KeyValuePair <UserEquipment, int>(kv.Key, kv.Value + 1); } else { canlist[config.cid] = new KeyValuePair <UserEquipment, int>(equipment, 1); } } } } } object[] vv = new object[6] { "清空", "", "清空", "", "", "" }; panel.Rows.Add(new GridRow(vv)); panel.GetCell(panel.Rows.Count - 1, 0).Tag = 0; int i = 0; foreach (var us in canlist) { List <int> vallist = new List <int> { us.Value.Key.config.atk, us.Value.Key.config.torpedo, us.Value.Key.config.aircraftAtk, us.Value.Key.config.airDef, us.Value.Key.config.antisub, us.Value.Key.config.radar, us.Value.Key.config.hit, us.Value.Key.config.miss, us.Value.Key.config.range, us.Value.Key.config.luck, us.Value.Key.config.def }; string[] props = new string[2] { "", "" }; int count = 0; for (int j = 0; (j < vallist.Count) && (count < 2); j++) { if (vallist[j] != 0) { props[count] = tools.helper.getShipProptypestring(type_order_list[j]) + ":" + tools.helper.getShipProptypeval(type_order_list[j], vallist[j]); count++; } } object[] vals = new object[7]; vals[0] = "装备"; vals[1] = tools.helper.getShipEquipmentImage(us.Value.Key.config); vals[2] = us.Value.Key.config.title; vals[3] = us.Value.Key.config.star; vals[4] = props[0]; vals[5] = props[1]; vals[6] = us.Value.Value; GridRow gr = new GridRow(vals); gr.RowHeight = 100; panel.Rows.Add(gr); panel.GetCell(panel.Rows.Count - 1, 0).Tag = us.Key; i++; } }
public void UpdateEquip(EquipmentConfig equip, Vector3 pos) { this.config = equip; this.titleText.text = this.config.title; this.titleText.Commit(); pos.x = Mathf.Min(pos.x, this.minMaxX.y); pos.x = Mathf.Max(pos.x, this.minMaxX.x); pos.y = Mathf.Min(pos.y, this.minMaxY.y); pos.y = Mathf.Max(pos.y, this.minMaxY.x); pos.z = -1f; this.repositionItem.transform.position = pos; this.UpdateAllProps(); this.UpdateDesc(); }
private void wirelessGrids_EquipButtonClick(object sender, EventArgs e) { AntConfig antConfig = sender as AntConfig; EquipmentConfig config = new EquipmentConfig(this.m_CollectionsModel, antConfig, m_OldName); config.ShowDialog(); }
private bool IsAirPlane(EquipmentConfig c) { return((((c.type == EquipmentType.AttackPlane) || (c.type == EquipmentType.FightPlane)) || (c.type == EquipmentType.XAttackPlane)) || (c.type == EquipmentType.SpyPlane)); }
public void LoadConfig() { AnnouncementConfigData = new AnnouncementConfig(); BadgeAttrConfigData = new BadgeAttrConfig(); ConstStringConfigData = new ConstStringConfig(); CommonConfig = new CommonConfig(); AttrNameConfigData = new AttrNameConfig(); RoleBaseConfigData2 = new BaseDataConfig2(); AttrDataConfigData = new AttrDataConfig(); TeamLevelConfigData = new TeamLevelConfig(); RoleLevelConfigData = new RoleLevelConfig(); NPCConfigData = new NPCDataConfig(); SkillConfig = new SkillConfig(); GoodsConfigData = new GoodsConfig(); StoreGoodsConfigData = new StoreGoodsConfig(); BaseDataBuyConfigData = new BaseDataBuyConfig(); TaskConfigData = new TaskDataConfig(); AwardPackConfigData = new AwardPackDataConfig(); PractiseConfig = new PractiseConfig(); PracticePveConfig = new PracticePveConfig(); PractiseStepConfig = new PractiseStepConfig(); GameModeConfig = new GameModeConfig(); TrainingConfig = new TrainingConfig(); TattooConfig = new TattooConfig(); EquipmentConfigData = new EquipmentConfig(); TourConfig = new TourConfig(); GuideConfig = new GuideConfig(); FunctionConditionConfig = new FunctionConditionConfig(); RoleShapeConfig = new RoleShapeConfig(); FashionConfig = new FashionConfig(); FashionShopConfig = new FashionShopConfig(); VipPrivilegeConfig = new VipPrivilegeConfig(); pushConfig = new PushConfig(); presentHpConfigData = new PresentHpConfig(); LotteryConfig = new LotteryConfig(); starAttrConfig = new StarAttrConfig(); qualityAttrCorConfig = new QualityAttrCorConfig(); skillUpConfig = new SkillUpConfig(); RankConfig = new RankConfig(); signConfig = new SignConfig(); NewComerSignConfig = new NewComerSignConfig(); FightingCapacityConfig = new FightingCapacityConfig(); BodyInfoListConfig = new BodyInfoListConfig(); BadgeSlotsConfig = new BadgeSlotConfig(); GoodsComposeNewConfigData = new GoodsComposeNewConfig(); SceneConfig = new SceneConfig(); ReboundAttrConfigData = new ReboundAttrConfig(); CareerConfigData = new CareerConfig(); PotientialEffectConfig = new PotientialEffectConfig(); PVPPointConfig = new PVPPointConfig(); WinningStreakAwardConfig = new WinningStreakAwardConfig(); ArticleStrengthConfig = new ArticleStrengthConfig(); PhRegainConfig = new PhRegainConfig(); MatchAchievementConfig = new MatchAchievementConfig(); SpecialActionConfig = new SpecialActionConfig(); StealConfig = new StealConfig(); CurveRateConfig = new CurveRateConfig(); DunkRateConfig = new DunkRateConfig(); AIConfig = new AIConfig(); AttrReduceConfig = new AttrReduceConfig(); qualifyingConfig = new QualifyingConfig(); qualifyingNewConfig = new QualifyingNewConfig(); qualifyingNewerConfig = new QualifyingNewerConfig(); bullFightConfig = new BullFightConfig(); HedgingConfig = new HedgingConfig(); roleGiftConfig = new RoleGiftConfig(); DebugConfig = new DebugConfig(); shootGameConfig = new ShootGameConfig(); MapConfig = new MapConfig(); activityConfig = new ActivityConfig(); trialConfig = new TrialConfig(); gameMatchConfig = new GameMatchConfig(); shootSolutionManager = new ShootSolutionManager(); talentConfig = new TalentConfig(); ladderConfig = new LadderConfig(); matchSoundConfig = new MatchSoundConfig(); matchMsgConfig = new MatchMsgConfig(); MatchPointsConfig = new MatchPointsConfig(); AnimationSampleManager.Instance.LoadXml(); }
public void SetInfo(ItemInfo info) { _info = info; if (_info == null || !_info.IsEquip()) { return; } Color color = ResourceManager.Instance.GetColorByQuality(_info.Quality); _txtBaseAttrText.gameObject.SetActive(false); _txtAddAttrText.gameObject.SetActive(false); _txtAttributesText.gameObject.SetActive(false); if (_info.IsBook()) { _txtAttributesText.gameObject.SetActive(true); // 如果是兵法书 // 显示tip for (int i = 0; i < _txtAttributes.Length; ++i) { string txt = _info.GetAttrDesc(i, 0, true); if (!string.IsNullOrEmpty(txt)) { _txtAttributes[i].text = txt; _txtAttributes[i].color = color; _txtAttributes[i].gameObject.SetActive(true); _imgAttributes[i].sprite = ResourceManager.Instance.GetItemAttrFlag(_info.Quality); } else { _txtAttributes[i].gameObject.SetActive(false); } } } else { _txtBaseAttrText.gameObject.SetActive(true); // 如果是装备 EquipmentConfig cfg = EquipmentConfigLoader.GetConfig(_info.ConfigID); _txtBaseAttr.text = _info.GetAttrDesc(0, cfg.BasicType, true); _imgBaseAttr.sprite = ResourceManager.Instance.GetItemAttrFlag(1); bool showAdd = false; for (int i = 0; i < _txtAddAttr.Length; ++i) { string txt = _info.GetAttrDesc(i, cfg.BasicType, false); if (!string.IsNullOrEmpty(txt)) { _txtAddAttr[i].text = txt; _txtAddAttr[i].color = color; _txtAddAttr[i].gameObject.SetActive(true); _imgAddAttr[i].sprite = ResourceManager.Instance.GetItemAttrFlag(_info.Quality); showAdd = true; } else { _txtAddAttr[i].gameObject.SetActive(false); } } _txtAddAttrText.gameObject.SetActive(showAdd); } }
public void PrepareEquipmentConfigs(EquipmentConfig[] configs) { this.allEquipConfigs = new Dictionary<int, EquipmentConfig>(); foreach (EquipmentConfig config in configs) { this.allEquipConfigs[config.cid] = config; } }
public void UpdateWeaponInfo(UserEquipment euip) { this.userEquip = euip; this.config = this.userEquip.config; }
public void UpdateWeaponInfo(EquipmentConfig config, [Optional, DefaultParameterValue(-1)] int index, [Optional, DefaultParameterValue("")] string amountInfo) { this.index = index; this.config = config; if (this.amountText != null) { this.amountText.text = amountInfo; this.amountText.Commit(); } }
private bool IsAirPlane(EquipmentConfig config) { int type = (int) config.type; return ((type >= 4) && (type <= 7)); }
private bool IsAirPlane(EquipmentConfig c) { return ((((c.type == EquipmentType.AttackPlane) || (c.type == EquipmentType.FightPlane)) || (c.type == EquipmentType.XAttackPlane)) || (c.type == EquipmentType.SpyPlane)); }