public void UpdateShow() { PlayerInfomation info = PlayerInfomation.instance; diamondLabel.text = info.Diamond + ""; coinLabel.text = info.Coin + ""; }
public void OnPlayerHpChange(int hp_now) //血量改变时候调用 { PlayerInfomation info = PlayerInfomation.instance; hpLabel.text = hp_now + "/" + info.Hp; hpBar.value = (float)hp_now / info.Hp; }
void Awake() { instance = this; OnPlayerInfoChanged += OnPlayerInfoChange; //注意将方法名字写对,该委托用于同步更新到服务器 roleController = GetComponent <RoleController>(); inventoryDBController = GetComponent <InventoryDBController>(); }
public void CardSetting(List <byte> cardlist, PlayerInfomation info) { MyInfo = info; GameManager.instance.MainPlayerSetting(info); if (cardlist.Count <= CardList.Count) { for (int i = 0; i < CardList.Count; i++) { if (i < cardlist.Count) { CardList[i].CardObj.SetActive(true); CardList[i].CardNumSetting(cardlist[i]); } else { CardList[i].CardObj.SetActive(false); } } } else { // 만약 더미카드숫자보다 받아온 카드리스트의 숫자가 더 많을때 나타나는 에러 Debug.LogError("List Count Not Match!!"); } CurrentCardCount = cardlist.Count; SelectCardReset(); }
public void OnUpgradeBtnClick() { int coin = (skill.Level + 1) * 500; //下一级所需金币 int level = skill.Level; //当前技能等级 PlayerInfomation info = PlayerInfomation.instance; if (info.Level <= level) { MessageManager.instance.ShowMessage("等级不足"); return; } bool isSuccess = PlayerInfomation.instance.CostCoin(coin); if (isSuccess) //金币足够 { skill.Upgrade(); if (skill.Level == 2) //第一次升级 { SkillManager.instance.SkillUpgrade(skill); } else { SkillManager.instance.SkillUpgrade(skill, false); } UpdateShow(); } else { MessageManager.instance.ShowMessage("金币不足"); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.F1)) //测试用,满血复活 { TranscriptManager.instance.player.GetComponent <PlayerAttack>().Hp(); PlayerInfomation info = PlayerInfomation.instance; hpLabel.text = info.Hp + "/" + info.Hp; hpBar.value = info.Hp / info.Hp; } }
// Player 정보 초기화 public void InitPlayerInformation() { player = new PlayerInfomation(); player.MAX_HP = 100; player.player_HP = player.MAX_HP; player.player_Score = 0; player.player_Point = 0; player.BulletPower = 20; this.SetHPBar(); this.SetScoreView(); }
public void UpdateShow() { PlayerInfomation info = PlayerInfomation.instance; nameLabel.text = info.Name; headSprite.spriteName = info.Head; levelLabel.text = "Lv." + info.Level; energyLabel.text = info.Energy + "/100"; energyBar.value = info.Energy / 100f; toughenLabel.text = info.Toughen + "/50"; toughenBar.value = info.Toughen / 50f; }
public void UpdateShow() { PlayerInfomation info = PlayerInfomation.instance; nameLabel.text = info.Name; headSprite.spriteName = info.Head; levelLabel.text = "Lv." + info.Level; hpLabel.text = info.Hp + "/" + info.Hp; hpBar.value = info.Hp / info.Hp; energyLabel.text = info.Energy + "/100"; energyBar.value = info.Energy / 100f; }
public Skill GetSkillByPosition(PosType posType) { PlayerInfomation info = PlayerInfomation.instance; foreach (Skill skill in skillList) { if (skill.MType == info.MType && skill.PosType == posType) //返回的技能唯一 { return(skill); } } return(null); }
public void OnItemBtnClick(TranscriptItem transcript) //点击地下城按钮 { PlayerInfomation info = PlayerInfomation.instance; if (info.Level >= transcript.levelNeed) //人物等级大于地下城等级,可以进入 { currentTranscript = transcript; TranscriptDialog.instance.ShowDialog(transcript); } else //等级不足,警告 { TranscriptDialog.instance.ShowWarn(); } }
public void UpdateShow() { PlayerInfomation info = PlayerInfomation.instance; helmEquip.SetItem(info._mHelm); clothEquip.SetItem(info._mCloth); weaponEquip.SetItem(info._mWeapon); shoesEquip.SetItem(info._mShoes); necklaceEquip.SetItem(info._mNecklace); braceletEquip.SetItem(info._mBracelet); ringEquip.SetItem(info._mRing); wingEquip.SetItem(info._mWing); hpLabel.text = info.Hp + ""; damageLabel.text = info.Damage + ""; expLabel.text = info.Exp + "/" + GameController.ExpByLevel(info.Level + 1); expBar.value = (float)info.Exp / GameController.ExpByLevel(info.Level + 1); }
public void UpdateShow() { PlayerInfomation info = PlayerInfomation.instance; nameLabel.text = info.Name; headSprite.spriteName = info.Head; levelLabel.text = info.Level + ""; powerLabel.text = info.Power + ""; int expNext = GameController.ExpByLevel(info.Level + 1); //升到下一等级所需经验 expLabel.text = info.Exp + "/" + expNext; expBar.value = (float)info.Exp / expNext; diamondLabel.text = info.Diamond + ""; coinLabel.text = info.Coin + ""; energyLabel.text = info.Energy + "/100"; toughenLabel.text = info.Toughen + "/50"; }
public void UpdateTimeShow() { PlayerInfomation info = PlayerInfomation.instance; if (info.Energy >= 100) { energy_partLabel.text = "00:00:00"; energy_allLabel.text = "00:00:00"; } else { int seconds = 60 - (int)info.energy_timer; string str_seconds = seconds < 10 ? "0" + seconds : seconds + ""; //小于10的时候显示09,08,07...大于10的时候显示12,11,10... energy_partLabel.text = "00:00:" + str_seconds; int minutes = (99 - info.Energy); int hours = minutes / 60; minutes %= 60; string str_minutes = minutes < 10 ? "0" + minutes : minutes + ""; string str_hours = hours < 10 ? "0" + hours : hours + ""; energy_allLabel.text = str_hours + ":" + str_minutes + ":" + str_seconds; } if (info.Toughen >= 50) { toughen_partLabel.text = "00:00:00"; toughen_allLabel.text = "00:00:00"; } else { int seconds = 60 - (int)info.toughen_timer; string str_seconds = seconds < 10 ? "0" + seconds : seconds + ""; //小于10的时候显示09,08,07...大于10的时候显示12,11,10... toughen_partLabel.text = "00:00:" + str_seconds; int minutes = (49 - info.Toughen); int hours = minutes / 60; minutes %= 60; string str_minutes = minutes < 10 ? "0" + minutes : minutes + ""; string str_hours = hours < 10 ? "0" + hours : hours + ""; toughen_allLabel.text = str_hours + ":" + str_minutes + ":" + str_seconds; } }