/// <summary> /// 设置 角色名称 + 彩色品质等级 /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); NGUIUtil.SetSpriteGray(MyHead.SprQualityBg, bigLevel.ToString()); }
private void SetUI(bool isFirstLoad = false) { //设置角色的类型(力量0、敏捷1、智力2) MyHead.SprType.spriteName = string.Format("icon00{0}", m_soldierInfo.m_main_proerty + 1); MyHead.LblSmallQuality.text = NGUIUtil.GetSmallQualityStr(m_soldierInfo.Quality); MyHead.LblSoldierName.text = NGUIUtil.GetBigQualityName(m_soldierInfo.m_name, m_soldierInfo.Quality); //设置角色名称 NGUIUtil.SetLableTextByKey <string>(MyHead.LblLocation, (10000146 + m_soldierInfo.m_loaction - 1).ToString()); NGUIUtil.SetStarLevelNum(MyHead.SprStars, m_soldierInfo.StarLevel); NGUIUtil.SetSprite(MyHead.SprHeadQuality, ConfigM.GetBigQuality(m_soldierInfo.Quality).ToString()); Create3DSoldier(); GetEquimments(); MyHead.LblLevel.text = m_soldierInfo.Level.ToString(); //设置角色等级 SetExp(); MyHead.LblCombatPower.text = m_soldierInfo.m_combat_power.ToString(); //设置战斗力 SetSoulPercentage(); if (!isFirstLoad) { LoadCurrentToggle1(); } }
public void SetName(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); MyHead.LblTrapQuality.text = NGUIUtil.GetSmallQualityStr(quality); NGUIUtil.SetLableText <string>(MyHead.LblTrapName, NGUIUtil.GetBigQualityName(name, quality)); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); }
/// <summary> /// 设置 角色名称 + 彩色品质等级 + 设置角色品质框(背景) + 战斗力 /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); NGUIUtil.SetLableText <string>(MyHead.LblSamllQuality, NGUIUtil.GetSmallQualityStr(quality)); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprTrapPhotoBg, bigLevel.ToString()); }
/// <summary> /// 设置 角色名称 + 彩色品质等级 + 设置角色品质框(背景) + 战斗力 /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); MyHead.LblBigQuality.text = NGUIUtil.GetSmallQualityStr(quality); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprHeadBigQualityBg, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); NGUIUtil.SetLableText <string>(MyHead.LblZhanDouLi, string.Format("{0}", Info.m_combat_power)); }
/// <summary> /// 设置 角色名称 + 彩色品质等级. /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); MyHead.LblSmallQuality.text = NGUIUtil.GetSmallQualityStr(quality); NGUIUtil.SetLableText <string>(MyHead.LblLv, Info.Level.ToString()); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprRolePhotoBg, bigLevel.ToString()); SetPower(Info.m_combat_power); }