public override void OnRefreshWindow() { // 原来的属性 _imgHeroIcon.sprite = ResourceManager.Instance.GetHeroIcon(_oriInfo.ConfigID); _imgHeroBg.sprite = ResourceManager.Instance.GetIconBgByQuality(_oriInfo.StarLevel); _starPanel.SetStar(_oriInfo.StarLevel); _texHeroFirstForce.text = _oriInfo.Property.Strength.ToString(); _texHeroFirstLeader.text = _oriInfo.Property.Leadership.ToString(); _texHeroFirstChi.text = _oriInfo.Property.Intelligence.ToString(); _txtName.text = string.Format("{0} Lv.{1}", _oriInfo.Cfg.HeroName, _oriInfo.Level); _txtName.color = ResourceManager.Instance.GetColorByQuality(_oriInfo.StarLevel); // 新的属性 _newStarPanel.SetStar(_info.StarLevel); _imgNewHeroIcon.sprite = _imgHeroIcon.sprite; _imgNewHeroBg.sprite = _imgHeroBg.sprite; _texHeroEndForce.text = _info.Property.Strength.ToString(); _texHeroEndLeader.text = _info.Property.Leadership.ToString(); _texHeroEndchi.text = _info.Property.Intelligence.ToString(); _txtNewName.text = string.Format("{0} Lv.{1}", _info.Cfg.HeroName, _info.Level); _txtNewName.color = ResourceManager.Instance.GetColorByQuality(_info.StarLevel); if (_info.StarLevel == 2) { _textHeroSkillTag.text = Str.Get("UI_HERO_TALENTSKILL_OPEN"); } else { _textHeroSkillTag.text = Str.Get("UI_HERO_TALENTSKILL_CLOSE"); } _texHeroSkillInfo.text = _info.GetTalentSkillInfo(); _textHeroSkillName.text = _info.GetFixedSkillName(_info.Cfg.PassiveSkill, _info.StarLevel - 1); }
public void SetHeroInfo(HeroInfo info) { if (info == null) { return; } bool anim = _currentInfo == null || _currentInfo.ConfigID != info.ConfigID; _currentInfo = info; List <float> propList = new List <float> { info.Cfg.ViabilityPower, info.Cfg.AuxiliaryPower, info.Cfg.PhysicalDamage, info.Cfg.ComprehensiveAbility, info.Cfg.AbilityDamage }; _heroProp.SetPropList(propList, anim); // 英雄属性 _txtStr.text = info.Property.Strength.ToString(); _txtLeadership.text = info.Property.Leadership.ToString(); _txtInt.text = info.Property.Intelligence.ToString(); _txtAttack.text = info.Property.Attack.ToString(); _txtMagicAttack.text = info.Property.MagicAttack.ToString(); _txtHp.text = info.Property.Hp.ToString(); _txtCritical.text = info.Property.Critical + "%"; _txtHpSorb.text = info.Property.HpSorb + "%"; _txtDef.text = info.Property.Def + "%"; _txtStum.text = info.Property.Stum + "%"; _txtCooldown.text = info.Property.Cooldown + "%"; _txtAttackSpeed.text = info.Property.AttackSpeed + "%"; for (int i = 0; i < _txtTag.Length; ++i) { List <int> label = info.Cfg.HeroLabel; if (i < label.Count) { _txtTag[i].gameObject.SetActive(true); _txtTag[i].text = Str.Get("UI_HERO_LABEL_" + label[i]); } else { _txtTag[i].gameObject.SetActive(false); } } if (_currentInfo.StarLevel > 1) { _txtTalentSkillName.gameObject.SetActive(true); _txtTalentSkillInfo.gameObject.SetActive(true); _txtTalentSkillName.text = _currentInfo.GetFixedSkillName(_currentInfo.Cfg.PassiveSkill, _currentInfo.StarLevel - 1); _txtTalentSkillInfo.text = _currentInfo.GetTalentSkillInfo(); } else { _txtTalentSkillName.gameObject.SetActive(false); _txtTalentSkillInfo.gameObject.SetActive(false); } }