private void Refresh() { PlayerData pd = GameRoot.Instance.PlayerData; SetText(txtInfo, pd.name + " LV." + pd.lv); SetText(txtExp, pd.exp + "/" + PECommon.GetExpUpValByLv(pd.lv)); imgExpPrg.fillAmount = pd.exp * 1.0f / PECommon.GetExpUpValByLv(pd.lv); SetText(txtPower, pd.power + "/" + PECommon.GetPowerLimit(pd.lv)); imgPowerPrg.fillAmount = pd.power * 1.0f / PECommon.GetPowerLimit(pd.lv); SetText(txtJob, " 职业 暗夜刺客"); SetText(txtFight, " 战力 " + PECommon.GetFightByProps(pd)); SetText(txtHP, " 血量 " + pd.hp); SetText(txtHurt, " 伤害 " + (pd.ad + pd.ap)); SetText(txtDef, " 防御 " + (pd.addef + pd.apdef)); //detail TODO SetText(dtxhp, pd.hp); SetText(dtxad, pd.ad); SetText(dtxap, pd.ap); SetText(dtxaddef, pd.addef); SetText(dtxapdef, pd.apdef); SetText(dtxdodge, pd.dodge + "%"); SetText(dtxpierce, pd.pierce + "%"); SetText(dtxcritical, pd.critical + "%"); }
private void RefreshUI() { PlayerData pd = PECommon.PlayerData; SetText(txtInfo, pd.Name + " LV." + pd.Lv); SetText(txtExp, pd.Exp + "/" + PECommon.GetExpUpValByLv(pd.Lv)); imgExpPrg.fillAmount = pd.Exp * 1.0F / PECommon.GetExpUpValByLv(pd.Lv); SetText(txtPower, pd.Power + "/" + PECommon.GetPowerLimit(pd.Lv)); imgPowerPrg.fillAmount = pd.Power * 1.0F / PECommon.GetPowerLimit(pd.Lv); SetText(txtJob, " 职业 暗夜刺客"); SetText(txtFight, " 战力 " + PECommon.GetFightByProps(pd)); SetText(txtHP, " 血量 " + pd.Hp); SetText(txtHurt, " 伤害 " + (pd.Ad + pd.Ap)); SetText(txtDef, " 防御 " + (pd.Addef + pd.Apdef)); //detail TODO SetText(dtxhp, pd.Hp); SetText(dtxad, pd.Ad); SetText(dtxap, pd.Ap); SetText(dtxaddef, pd.Addef); SetText(dtxapdef, pd.Apdef); SetText(dtxdodge, pd.Dodge + "%"); SetText(dtxpierce, pd.Pierce + "%"); SetText(dtxcritical, pd.Critical + "%"); }
private void RefreshUI() { PlayerData pd = GameRoot.Instance.PlayerData; SetText(txtInfo, pd.name + " LV." + pd.lv); SetText(txtExp, pd.exp + "/" + PECommon.GetExpUpValByLv(pd.lv)); imgExpPrg.fillAmount = pd.exp * 1.0F / PECommon.GetExpUpValByLv(pd.lv); SetText(txtPower, pd.power + "/" + PECommon.GetPowerLimit(pd.lv)); imgPowerPrg.fillAmount = pd.power * 1.0F / PECommon.GetPowerLimit(pd.lv); SetText(txtJob, " 暗夜刺客"); SetText(txtFight, PECommon.GetFightByProps(pd)); SetText(txtHP, pd.hp); SetText(txtHurt, (pd.ad + pd.ap)); SetText(txtDef, (pd.addef + pd.apdef)); // 详细信息 SetText(txtDHp, pd.hp); SetText(txtDAd, pd.ad); SetText(txtDAp, pd.ap); SetText(txtDAdDef, pd.addef); SetText(txtDApDef, pd.apdef); SetText(txtDDodge, pd.dodge + "%"); SetText(txtDPierce, pd.pierce + "%"); SetText(txtDCritical, pd.critical + "%"); }
private void RefreshUI() { PlayerData pd = GameRoot.Instance.PlayerData; SetText(txtInfo, $"{pd.name} LV.{pd.lv}"); SetText(txtExp, $"{pd.exp}/{PECommon.GetExpUpValByLv(pd.lv)}"); imgExpPrg.fillAmount = pd.exp * 1.0f / PECommon.GetExpUpValByLv(pd.lv); SetText(txtPower, $"{pd.power}/{PECommon.GetPowerLimit(pd.lv)}"); imgPowerPrg.fillAmount = pd.power * 1.0f / PECommon.GetPowerLimit(pd.lv); SetText(txtJob, $" 职业 暗夜刺客"); SetText(txtFight, $" 战力 {PECommon.GetFightByProps(pd)}"); SetText(txtHP, $" 血量 {pd.hp}"); SetText(txtHurt, $" 伤害 {pd.ad + pd.ap}"); SetText(txtDef, $" 防御 {pd.addef + pd.apdef}"); // detail TODO SetText(dtxhp, pd.hp); SetText(dtxad, pd.ad); SetText(dtxap, pd.ap); SetText(dtxaddef, pd.addef); SetText(dtxapdef, pd.apdef); SetText(dtxdodge, pd.dodge + "%"); SetText(dtxpierce, pd.pierce + "%"); SetText(dtxcritical, pd.critical + "%"); }
public void RefreshUI(object sender, GameEventArgs e) { OnRefreshUIFormEventArgs ne = e as OnRefreshUIFormEventArgs; if ((System.Object)sender != this && ne.formId != UIFormId.MainCityForm) { return; } PlayerData pd = PECommon.PlayerData; SetText(txtFight, PECommon.GetFightByProps(pd)); SetText(txtPower, "体力:" + pd.Power + "/" + PECommon.GetPowerLimit(pd.Lv)); imgPowerPrg.fillAmount = pd.Power * 1.0f / PECommon.GetPowerLimit(pd.Lv); SetText(txtLevel, pd.Lv); SetText(txtName, pd.Name); #region Expprg int expPrgVal = (int)(pd.Exp * 1.0f / PECommon.GetExpUpValByLv(pd.Lv) * 100); SetText(txtExpPrg, expPrgVal + "%"); int index = expPrgVal / 10; GridLayoutGroup grid = expPrgTrans.GetComponent <GridLayoutGroup>(); float globalRate = 1.0F * Constants.ScreenStandardHeight / Screen.height; float screenWidth = Screen.width * globalRate; float width = (screenWidth - 180) / 10; grid.cellSize = new Vector2(width, 7); for (int i = 0; i < expPrgTrans.childCount; i++) { Image img = expPrgTrans.GetChild(i).GetComponent <Image>(); if (i < index) { img.fillAmount = 1; } else if (i == index) { img.fillAmount = expPrgVal % 10 * 1.0f / 10; } else { img.fillAmount = 0; } } #endregion //设置自动任务图标 curtTaskData = GameEntry.Res.GetAutoGuideCfg(pd.Guideid); if (curtTaskData != null) { SetGuideBtnIcon(curtTaskData.npcID); } else { SetGuideBtnIcon(-1); } }
public void RefreshUI() { #region UI显示 PlayerData playerData = GameRoot.instance.PlayerData; SetText(txFight, PECommon.GetFightByProps(playerData)); SetText(txPower, "体力:" + playerData.power + "/150"); impPowerPrg.fillAmount = playerData.power * 1.0f / 150; SetText(txLevel, playerData.lv); SetText(txName, playerData.name); #endregion //expprg #region Expprg自适应 int expPrgVal = (int)((playerData.exp * 1.0f) / PECommon.GetExpUpVaByLv(playerData.lv) * 100); SetText(txExpPrg, expPrgVal + "%"); int index = expPrgVal / 10; for (int i = 0; i < expPrgTrans.childCount; i++) { Image img = expPrgTrans.GetChild(i).GetComponent <Image>(); if (i < index) { img.fillAmount = 1; } else if (i == index) { img.fillAmount = expPrgVal % 10 * 1.0f / 10; } else { img.fillAmount = 0; } } GridLayoutGroup grid = expPrgTrans.GetComponent <GridLayoutGroup>(); float gloablRate = 1.0f * Constants.ScreenStandardHeight / Screen.height; float real_width = Screen.width * gloablRate; float width = (real_width - 180) / 10; grid.cellSize = new Vector2(width, 7); #endregion #region 任务图标 curtTaskData = ResSvc.instance.GetGuideCfg(playerData.guideid); if (curtTaskData != null) { SetGuideImage(curtTaskData.npcID); } else { SetGuideImage(-1); } #endregion }
/// <summary> /// 强化的服务器回应 /// </summary> public void RspStrong(GameMsg msg) { int fightPre = PECommon.GetFightByProps(GameRoot.Instance.PlayerData); // 之前的战力 GameRoot.Instance.SetPlayerDataByStrong(msg.rspStrong); int fightNow = PECommon.GetFightByProps(GameRoot.Instance.PlayerData); // 新的战力,强化后 GameRoot.AddTips(Constants.Color("战力提升 " + (fightNow - fightPre), TxtColor.Blue)); strongWnd.UpdateUI(); mainCityWnd.RefreshUI(); }
public void RefreshUI() { PlayerData pd = GameRoot.Instance.PlayerData; SetText(txtFight, PECommon.GetFightByProps(pd)); SetText(txtPower, "体力:" + pd.power + "/" + PECommon.GetPowerLimit(pd.lv)); imgPowerPrg.fillAmount = pd.power * 1.0f / PECommon.GetPowerLimit(pd.lv); SetText(txtLevel, pd.lv); SetText(txtName, pd.name); #region Expprg int expPrgVal = (int)(pd.exp * 1.0f / PECommon.GetExpUpValByLv(pd.lv) * 100); SetText(txtExpPrg, expPrgVal + "%"); int index = expPrgVal / 10; GridLayoutGroup grid = expPrgTrans.GetComponent <GridLayoutGroup>(); float globalRate = 1.0F * Constants.ScreenStandardHeight / Screen.height; float screenWidth = Screen.width * globalRate; float width = (screenWidth - 180) / 10; grid.cellSize = new Vector2(width, 7); for (int i = 0; i < expPrgTrans.childCount; i++) { Image img = expPrgTrans.GetChild(i).GetComponent <Image>(); if (i < index) { img.fillAmount = 1; } else if (i == index) { img.fillAmount = expPrgVal % 10 * 1.0f / 10; } else { img.fillAmount = 0; } } #endregion //设置自动任务图标 curtTaskData = resSvc.GetAutoGuideCfg(pd.guideid); if (curtTaskData != null) { SetGuideBtnIcon(curtTaskData.npcID); } else { SetGuideBtnIcon(-1); } }
public void RspStrong(GameMsg msg) { int zhanliPre = PECommon.GetFightByProps(GameRoot.Instance.PlayerData); GameRoot.Instance.SetPlayerDataByStrong(msg.rspStrong); int zhanliNow = PECommon.GetFightByProps(GameRoot.Instance.PlayerData); GameRoot.AddTips(Constants.Color("战力提升 " + (zhanliNow - zhanliPre), TxtColor.Blue)); strongWnd.UpdateUI(); maincityWnd.RefreshUI(); }
private void RefreshUI() { PlayerData data = GameRoot.instance.PlayerData; SetText(txInfo, data.name + "LV." + data.lv); SetText(txExp, data.exp + "/" + PECommon.GetExpUpVaByLv(data.lv)); SetText(txPower, data.power + "/" + 150); imgExp.fillAmount = data.exp * 1.0f / PECommon.GetExpUpVaByLv(data.lv); imgPower.fillAmount = data.power * 1.0f / 150; SetText(txOccp, "暗夜刺客"); SetText(txHp, data.hp); SetText(txHurt, data.ad); SetText(txDefense, data.addef); SetText(txBattle, PECommon.GetFightByProps(data)); //detail }
private void RefreshUI() { PlayerData playerData = GameRoot.Instance.PlayerData; SetText(txtFight, PECommon.GetFightByProps(playerData)); int powerLimit = PECommon.GetPowerLimit(playerData.lv); SetText(txtPower, "体力:" + playerData.power + "/" + powerLimit); imgPowerPrg.fillAmount = playerData.power * 1.0f / powerLimit; SetText(txtLevel, playerData.lv); SetText(txtName, playerData.name); //经验条自适应 int expPrgVal = (int)(playerData.exp * 1.0f / PECommon.GetExpUpValByLv(playerData.lv) * 100); SetText(txtExpPrg, expPrgVal + "%"); int index = expPrgVal / 10; GridLayoutGroup grid = expPrgTrans.GetComponent <GridLayoutGroup>(); float globalRate = 1.0f * Constants.ScreenStandardHeight / Screen.height; float screenWidth = Screen.width * globalRate; float width = (screenWidth - 180) / 10; grid.cellSize = new Vector2(width, 7); for (int i = 0; i < expPrgTrans.childCount; i++) { Image img = expPrgTrans.GetChild(i).GetComponent <Image>(); if (i < index) { img.fillAmount = 1; } else if (i == index) { img.fillAmount = expPrgVal % 10 * 1.0f / 10; } else { img.fillAmount = 0; } } }
public void RspStrong(GameMsg msg) { //提升战力 int preFight = PECommon.GetFightByProps(GameRoot.Instance.PlayerData); GameRoot.Instance.SetPlayerDataByRspStrong(msg.rspStrong); int nowFight = PECommon.GetFightByProps(GameRoot.Instance.PlayerData); GameRoot.AddTipsToQueue("战力提升:" + preFight + " --> " + nowFight, Constant.ColorRed); //更新UI strongWindow.RefreshItemUI(); mainCityWindow.RefreshUI(); if (msg.pshTaskProgs != null) { GameRoot.Instance.SetPlayerDataByPshTaskProgs(msg.pshTaskProgs); if (taskWindow.gameObject.activeInHierarchy) { taskWindow.RefreshUI(); } } }
/// <summary> /// 刷新界面 UI /// </summary> public void RefreshUI() { PlayerData pd = GameRoot.Instance.PlayerData; SetText(txtFight, PECommon.GetFightByProps(pd)); SetText(txtPower, pd.power + "/" + PECommon.GetPowerLimit(pd.lv)); imgPowerPrg.fillAmount = pd.power * 1.0f / PECommon.GetPowerLimit(pd.lv); SetText(txtLv, pd.lv); SetText(txtName, pd.name); ExpPrg(pd); // 设置自动任务图比 curtTaskData = resSvc.GetAutoGuideCfg(pd.guideid); if (curtTaskData != null) { SetGuideBtnIcon(curtTaskData.npcID); } else { SetGuideBtnIcon(-1); } }
private void RspStrong(object sender, GameEventArgs e) { OnReceiveSCPacketBaseEventArgs ne = e as OnReceiveSCPacketBaseEventArgs; if (ne.msgID != CMD.RspStrong) { return; } int zhanliPre = PECommon.GetFightByProps(PECommon.PlayerData); PECommon.SetPlayerDataByStrong((RspStrong)ne.scPacketBase); int zhanliNow = PECommon.GetFightByProps(PECommon.PlayerData); GameEntry.UI.AddTips(Constants.Color("战力提升 " + (zhanliNow - zhanliPre), TxtColor.Blue)); OnRefreshUIFormEventArgs eventArgs = ReferencePool.Acquire <OnRefreshUIFormEventArgs>(); eventArgs.Fill(UIFormId.StrongForm); GameEntry.Event.FireNow(this, eventArgs); eventArgs.Fill(UIFormId.MainCityForm); GameEntry.Event.FireNow(this, eventArgs); }
/// <summary> /// 更新UI /// </summary> public void RefreshUI() { PlayerData playerData = GameRoot.Instance.PlayerData; //计算战斗力并更新 int fight = PECommon.GetFightByProps(playerData); SetText(txtFight, fight); //更新体力UI int staminaLimit = PECommon.GetStaminaLimitByLv(playerData.lv); SetText(txtStamina, "体力:" + playerData.stamina + "/" + staminaLimit); sliderStamina.fillAmount = playerData.stamina * 1.0f / staminaLimit; //更新等级UI SetText(txtLevel, playerData.lv); //更新名字 SetText(txtName, playerData.name); //更新进度条UI int expLimit = PECommon.GetExpLimitByLv(playerData.lv); SetText(txtExp, Mathf.Round((playerData.exp * 1.0f / expLimit) * 100.0f).ToString() + "%"); SetExpProgressBar(playerData.exp); AdaptProgressBar(); #region TaskIconRefresh curTaskCfg = resSvc.GetTaskCfg(playerData.taskid); if (curTaskCfg != null) { SetAutoTaskIcon(curTaskCfg.npcID); } //如果当前没有任务,显示默认图片 else { SetAutoTaskIcon(-1); } #endregion //TODO }
public void RefreshUI() { PlayerData playerData = GameRoot.Instance.PlayerData; SetText(txtNameLv, playerData.name + " LV" + playerData.lv); int staminaLimit = PECommon.GetStaminaLimitByLv(playerData.lv); SetText(txtStamina, playerData.stamina + "/" + staminaLimit); float percentStamina = playerData.stamina * 1.0f / staminaLimit; staminaFill.fillAmount = percentStamina; int expLimit = PECommon.GetExpLimitByLv(playerData.lv); SetText(txtExp, playerData.exp + "/" + expLimit); float percentExp = playerData.exp * 1.0f / expLimit; expFill.fillAmount = percentExp; SetText(txtProfession, "职业 暗夜刺客"); int fight = PECommon.GetFightByProps(playerData); SetText(txtFight, "战力 " + fight); SetText(txtHp, "生命 " + playerData.hp); SetText(txtHurt, "伤害 " + (playerData.ad + playerData.ap).ToString()); SetText(txtDefence, "防御 " + (playerData.addef + playerData.apdef).ToString()); SetText(txthp, playerData.hp); SetText(txtad, playerData.ad); SetText(txtap, playerData.ap); SetText(txtaddef, playerData.addef); SetText(txtapdef, playerData.apdef); SetText(txtdodge, playerData.dodge + "%"); SetText(txtpierce, playerData.pierce + "%"); SetText(txtcritical, playerData.critical + "%"); }